
Book^ .Qst 

Copyright N'' 

COPYRIGHT DEPOSIT. 



ONE HUNDRED AND FIFTY 

GYMNASTIC GAMES 

COMPILED BY 

THE FOLLOWING MEMBERS OF THE ALUMNI OF THE 
BOSTON NORMAL SCHOOL OF GYMNASTICS 

Ethel Perrin, '92 
Elizabeth F. Gordon, '91 
Elizabeth Wright, '92 
Catharine L. Bigelow, '97 
Edith T. Sears, '98 
Mary J. Seely, '99 

Prepared for the press by Carrie A. Harper 



> 7 5 1 > 5 ) 

J ■)■>■> 

> ■>->■>■>-> 

1 ■) J 1 






BOSTON 
Geo. H. Ellis Co., Printers, zjz Congress Street 

1902 



THE LIBRARY OF 
CONGRESS, 

Two CoHEs Received 

iUN. fi 1902 

COP^tOMT ENTRY 

^mmc r t ^ /a ov 
6l,ASS CC XXa No 
O J- / ? ") 
COPY B. ' 



c. 



Copyright by 

The Boston Normal School of Gymnastics 

1902 



De&lcateO 

TO THE MEMORY OF 

MRS. MARY HEMENWAY 



INTRODUCTION 



For several years past, leaders in the field of education 
have spent considerable time and energy in probing for 
the true nature of games and plays, — what they are and 
what they mean. Indeed, the psychology of physical 
exercise has become a favorite topic of discussion among 
school and college authorities. At whatever solution of 
this question the philosophers may have arrived, they, 
certainly, all agree that play constitutes a very important 
element in all jeducation, moral, mental, and even 
physical. 

Considered from the standpoint of the teacher of gym- 
nastics, such games as can be played without much 
special training form a most valuable adjunct to the 
formal exercises of the gymnastic lesson, furnishing, per- 
haps, the best means to obtain its purely hygienic effects. 
The muscular work, as a rule, is of a general character, 
not very severe at any one time, but continuous. It in- 
volves moderate contractions, frequently repeated, of 
large groups of muscles, and is, therefore, conducive to 
gently increased organic activity for longer periods than 
is possible or practicable in the well-defined and more 



VI 

localized gymnastic movements. At the same time the 
element of voluntary, concentrated attention is absent, 
the intrinsic interest in the game being sufficient to hold 
the attention without any effort on the part of the indi- 
vidual. 

Besides offering opportunity for spontaneous, joyous 
bodily activity and abandon^ games, even more effectively 
than gymnastics, train quickness of perception, judgment, 
and decision, accuracy of effort with reference to external 
objects, and a proper sense of co-operation with others; 
that is, of team work. Thus, while neither can supply 
the place of the other, a judicious combination of formal 
exercises and play will best serve the interests of the 
pupils. 

The object of the present book is to furnish for the 
use of gymnastic teachers a compact and practical col- 
lection of games. The rules have therefore been stated 
as simply as possible, and only those games have been 
included which have been actually tested and found 
valuable. 

In the preparation of the book the alumni of the Bos- 
ton Normal School of Gymnastics have actively co-oper- 
ated by contributing and testing games, and in other 
ways. To them, accordingly, thanks are especially due. 



INDEX 

The games marked with a star can be played in the school-room. 

Ball Games : „.^„ 

PAGE 

♦Preliminary Ball 3 

Ball Drill 4 

Double Pass 5 

Zigzag Ball 7 

Chase Ball 9 

*Time Ball 10 

*Bean Bags in a Circle 11 

*Teacher and Class 12 

*Criss-cross 13 

*End-to-end Bean Bag 14 

*Circle Ball 14 

♦Calling Names 15 

Box Ball 16 

*Bean Bag Target 16 

*Bean Bag over the Head 17 

Drop Ball 18 

Variation : Catch Ball 18 

*Dead Ball 19 

*Guess Ball . . : 19 

Variation : Ball Tag 20 

Stool Ball 20 

English Stool Ball 21 

German Ball Game 22 

Target Ball 23 

Dodge Ball 24 

Variation : Dodge Ball with Time 25 



VUl 

PAGB 

Lavm Bowls 25 

RoU Ball 26 

Kick -over Ball 27 

Bound Ball 28 

Boundary Ball 29 

Hand Foot-ball 30 

One-legged Foot-ball 30 

Comer Ball 31 

*Centre Base 32 

Centre Stride Ball 33 

Medicine Ball 34 

Variation : Arch Ball 35 

Touch Ball 35 

Variation: Circle Catch Ball 35 

Bowl Ball 36 

Bombardment 37 

String Ball 38 

Pillar Ball 39 

Flying Target . . . . i 41 

Ball Hit 42 

Ball Stand 44 

Variation : Line Ball Stand 45 

Mount Ball 46 

War 47 

Curtain Ball 49 

Haley Over 50 

Volley Ball 51 

Captain Ball 53 

Ball and Bases 58 

Boston Ball 59 

Note : Rules for Other Games 63 

Fist Ball ; Wicket Polo, or Pin Hockey ; Newcomb ; 

Basket Ball for Women ; Tether Ball ; Squash Ball ; 

Field Hockey, 

Running Games : 

*I Saw 67 

*Drop the Handkerchief 67 



IX 

PAGE 

*Herr Slap Jack 68 

*Cat and Mice 69 

Going to Jerusalem 70 

Variations : *Going to Jerusalem in School-room ... 70 

Going to Jerusalem in Gymnasium ... 70 

*Steps 71 

Variations: Strike the Gong 71 

*Call Tag 72 

Blind Man's Buff 73 

Still Pond 74 

French Blind Man's Buff 74 

*French Blind Man's Buff in School-room 75 

*Blind Man's Buff with a Wand 76 

Variation : Animal Blind Man's Buff 76 

*Mail Man 76 

*Tag ^^ 

Variations : *Secret Tag 77 

*Stoop Tag 77 

Cross Tag . 78 

Iron Tag 78 

♦Japanese Tag 78 

*Clasp Tag 78 

Eenie, Weenie, Coxie, Wanie 78 

Line Tag 79 

♦School-room Tag 80 

♦Exchange Tag 80 

*Tag the Wall Relay Race 81 

♦Relay Flag Race 81 

♦Tommy Tiddler's Ground 82 

Stone 83 

♦The Belled Cat 84 

♦Jacob and Rachel 84 

♦Cat and Rat 85 

Hill Dill • 86 

Lame Fox and Chickens 86 

♦Sculptor Z"] 

Twelve O'clock at Night 88 

Vis-i-Vis 89 

Save Yourself if You Can 89 



Puss in the Comer 90 

Variation : Ball Puss 90 

*Garden Scamp 91 

*Have You Seen my Sheep ? 92 

♦Crossing the Brook 92 

*Birds 93 

Cushion Dance 94 

Variation ; Slow Poison 94 

Widower, or Last Couple Out 95 

*Hurly-burly Bean Bag 96 

*Relay Bean Bag Race 97 

Bears and Cattle 98 

Catch of Fish 99 

Black and White 99 

00 
01 
02 
02 

03 
04 

05 
06 
06 

07 
08 
09 
10 
10 
II 
II 
12 

13 

13 
14 
15 
15 
16 

17 



London Loo .... 

Steeple Chase .... 

Swedish Fox and Geese 

Baste the Bear . . . 
*Beetle Goes Round . . 
*Flower Girl 

Nine Pins 

I 



Spy 



Yards Off, or Relievo .... 

Hunt the Fox 

*Three Deep 

*The Farmer and the Crow . . 
*One-legged Relay Race . . . 
*Derby Jig 

Hoppers 

Hopping Bases 

Master of the Ring 

Jump the Shot 

Relay Races for the Gymnasium 

Single Relay Race .... 

Double Relay Race . . . 

Obstacle Relay Race . . . 

*A11 Up 

Hanging Cats 

Dare Base 



XI 

PAGE 

*BagTag. . . , . . . ii3 

Scouts iiS 

Wolf 119 

Prisoner's Base 120 

Prison Goal 121 

Stealing Sticks 122 

Duck on the Rock 124 

Stroke, or Old Sow 125 

Variation: Centre Ball 126 



Miscellaneous and Quiet Games : 

♦Follow the Leader 129 

♦Feather Fly 129 

♦Observation 129 

♦I Say Stoop 130 

♦Contrary 133 

♦Weathercock 131 

♦Hands Up 131 

♦Sitting Tag 132 

♦Changing Seats 132 

♦Kaleidoscope 133 

♦Hunt the Key 133 

Hunt the Slipper 134 

♦Pillow Dex 134 

♦Spin the Cover 135 

♦Thread the Needle 136 

♦You're "It" 136 

♦Beast, Bird, or Fish 137 

♦Neighbor, Neighbor 138 

♦Not I, Sir 138 

♦Simon Says 139 

Variations: Grand Mufti 140 

Ducks Fly 140 

♦Merry-go-round 140 

Thimble Ring 141 

♦Hide the Thimble 142 

Variation : Huckle Buckle Bean Stalk 143 

♦Thanksgiving Dinner 143 



xu 

PAGB 

*Stage-coach 144 

Variation : *Gymnastic Exhibition 145 

*Animal Game 145 

Fan Ball 146 

*Trades and Professions 147 

*Musical Instruments 148 

Variation : *The Fiddling Leader 150 

Peggy . 151 



BALL GAMES. 



INTRODUCTORY NOTE. 



The terms " throw " and " toss " have been carefully distinguished 
in the following games, " Toss " is used for the underhand, and 
"throw" for the overhand movement. 

When the games are played in class, the teacher will usually be 
the umpire, even in cases where it is stated that the players choose 
or appoint an umpire. 

The greater number of the games have a time limit specified, but 
the time limit may be introduced to advantage in many of the 
others. 

An attempt has been made to give, under the heading •* appara- 
tus," everything that is needed to play the game that follows, with 
the single exception of chalk, which has been omitted to avoid repe- 
tition. Chalk, however, is required in nearly every game for the 
marking of goals and boundary lines. 



U * PRELIMINARY BALL. 

Grade : Primary, Grammar, High. 

No. of Players: lo to 60. 

Apparatus : Balls for half the number of players. 

The players stand in two lines facing each other. 
The players of one line hold the balls. At a signal, 
each throws his ball to the player opposite him, who 
catches the ball, and throws it back. The method of 
throwing and catching is arranged beforehand. The 
following is a good method : — 

Throw 3 times with the right hand, and catch with both 







" left 




(( 






(( 






" right 




(( 






right 






" left 




t( 






left 






" right 




(( 






(( 






« left 




(( 






right 



If a suitable wall space is to be had, the player may 
next throw the ball against the wall for the player 
formerly opposite him in line to catch. If the balls 
are elastic, he may also bounce his ball to the player 
opposite. In both cases the order of the table above 
should be used, or the order substituted for it. 



I— I 

Q 
pq 









> 


73 


Horizontal swift pass 
with twist of body. 

Toss in front of body 
and under knee. 

Toss. 

Throw (putting shot). 








o 

CO 

% 


O 
■^ 

2 


2 


pi . 


. ^-^.S 


^ 


-6 .S 




o^ 


CO O to "^ 

CO I- CO ^ 


o 


(U to 




U to 


u 






^ si 


O .jC O O 


X! 




HPMHHr-M 


H 


C-. 






(0 <U X 


■4-> 


■♦J 

J3 


■^ *i Ts d-o v: 
.bo M § 2 « -^ 

«« MH 4^ o ^ ^ 




1^ 


.4) 3} bO 


■g' 


bO 




U . (U VM 


»4-t 


«*-i 


^ 


S '^ 


OJ 73 <u O 


o 


o 


o o jS-^JS-a 




-C O ^ «j ^ ^ 


<o 

> 

ha 


> 

>-> 


<u <u bo c tuo a 


o 




^ « ^ u 




.2 


O 


2 




2 


2 


'd 73 2 "^ '^ fi 


cu 


13 - 


5 5 5 2 


. "S 


. '3 




JS 




£-« 


6-^ 


go: gj3 g^T3^-" 




1 




)-i r^ 


;-i ^-1 


^H 1 ^ i„^ {I4 ,^ r^ 1 ^ 




'^:: 


5 5 5 3 


^13 


^H 


"» 13 ^ 13 '^ rt ^ -^ <=> 




p:; 




M 


w 


PQ W pq M 








a> 












tj 










9) 


•c 


*• 




v^ 




(O 






0) n, 


>> 


<i3 


oi a5 


3> 
j3 




£ 3 « 




2 

to 


C - to 

T3 £3 


■M 


'^ 


g^ bo C - 

JC CO 


1 




i-i 


^ 


t* Si ^ 

5 

'S-^ bo 


o 

PL, 




5 Ji ■{-• 

O 

- bO 


O 

'to 

4-* 


^ 




.5 


^ .S 








'u ; 


3 U ^ O 


MH 


^ 


3 «i- 4J (J 5 




zi 


CJ - C« 


0) 


*• 


a^ ci 




fe 


m P^ 


►-3 




H^ fe 


•o 










bb 












s 


3 










'D4 3 


M 










r-; 


•S 




^ 









a 


. 


■«-» 






X 


ft 


.iS 


JC 


^ 


^ 


«• .• 


X 


•M 'a 


S 3 3 W) 






« .. 4^ 


O * 






VM 


O 


W 


P< 






0) 


•o 










4^ 


s 










.jS 












bo - 









rt 

^ 



c 









'O 


(> 


(U 




c 


<u 





•« 




<» 


c 


T3 


4) 


CO 


fi 


•»-> 




,a 


CO 


bO 








u 





a 


^ 


<tf 




73 


0) 


C 


^ 


OS 


*.• 


JS 


C 


<:i 


v 


<u 


> 








bO 


( 






2 


^ 


(4 


a 


-0 




CO 


73 


.4-» 


V 



r-H 4-* 

a 

2 2 

3 P4 



•a 


,0 


rt 


(l> 


^ 


CO 




)H 


4-> 


!d 


M 





bn 


U 






Im 


«M 


a> 





M 




0) 


■0 




s 



1 


(A 


1 


>% 


M 


a 





is 


^ 


12 




4) 




> 



Z BALL DRILL. 

Grade : Grammar, High. 

No. of Players: 2 to 60. 

Apparatus : Balls for half the number of players. 

Any kind of balls may be used ; but for pedagogi- 
cal purposes medicine balls are especially valuable. 
The object of the drill is to train the perceptions, the 
muscular sense, and the muscles themselves, and give 
pupils the practical ability to handle balls with ease. 
There is no winning. The weight of the balls should 
be suited to the players, two pounds being a good 
weight for women and girls. 

The players are arranged in couples in any desired 
formation, far enough apart from each other to allow 
space for free play. One player of each couple has a 
ball, which is used by him and his partner alone. 
The throwing of the balls is simultaneous in all the 
couples, and is at the command of the teacher, who 
may, at discretion, introduce different ways of throw- 
ing and tossing. Some of the most useful passes are 
scheduled on the preceding page. 



3. DOUBLE PASS- 

Grade : Grammar, High. 
No. of Players : 1 1 to 60. 
Apparatus : 2 balls or 2 bean bags. 

The players stand in a circle, and the teacher takes 



his place in the centre with the balls in his hands. 
Each player in the circle counts, to find out which is 
the fifth player at his right and which the fifth at his 
left. Then the teacher throws one of his balls to 
any player, saying at the same time, " Right ! " or 
"Left!" The player at whom the ball has been 
thrown catches it, and immediately throws it to the 
fifth player on the side indicated by the teacher. 
This player catches the ball and returns it to the 
teacher, who meanwhile has started the second ball 
in the same way as the first, by throwing it to 
any player. The first ball is returned to the teacher 
at about the same time the second ball is leaving 
him, so that there is a constant passing kept up. 
There is no winning or losing. The value of the 
playing is the training in alertness which results from 
the necessity of watching three points, so as to be 
ready to catch the ball at any time from any one of 
them. 

As a preparation for Double Pass, the players may 
stand in a line, with the teacher in front of them, and 
practise throwing the ball to their nearest neighbors 
at right and left instead of to the fifth player from 
them. 

The game may be varied in several ways : (i) The 
teacher may sometimes omit the calling of " Right ! '* 
or " Left ! " when he throws the ball to a player, in 
which case the player returns it directly to him. (2) 
A player making a mistake, and passing the ball to 
the right instead of the left, or vice versa^ may be re- 



quired to step out, being allowed to step in again only- 
after two other players are also disqualified. This 
variation makes the game much more difficult, as the 
identity of the fifth neighbor is constantly changing. 
(3) If the teacher and players become very skilful, 
three balls may be used instead of two. 



4. ZIGZAG BALL. 

Grade : Grammar, High. 
No. of Players : 6 to 60. 
Apparatus : 2 tennis balls. 

The players choose sides, and the teacher is referee. 
If there are only six players, they form two equal 
triangles, one for each side. The player at the apex 
of one triangle stands with his back to the player at 
the apex of the other. At the referee's signal the 
ball is thrown in each triangle by one of the players 
at the base to the player at the apex. This player 
catches the ball, and throws it to the third player in 
his triangle. The ball is then returned in reverse 
order to the one from whom it started. If any player 
fails to catch the ball, he must pick it up, and return 
to his place before throwing it. When the ball has 
come back to the one who first threw it, the players 
of his side clap their hands. The side which has re- 
turned the ball first scores a point. Any number of 
points may be agreed upon as a game. 

When there are more than six players, they are 



8 



arranged in two parallel lines, facing each other. The 
players of one side alternate with the players of the 
other in each line, and each player has opposite him 
in the other line an opponent. At the referee's sig- 
nal the two players who head the lines start the balls. 
Each player throws to the next on his side in the 
opposite line. The balls thus zigzag down the line ; 
and, until one side gets ahead of the other, they cross 
at each throw. When the balls reach the end players, 
they are returned in reverse order. Just as when 
there are only six players, whoever fails to catch a 
ball must pick it up and return to his place before 
throwing it. The side which returns the ball first to 
its head player scores one. 

In either form of this game the number of balls 
may be increased, and different-sized balls or bean 
bags may be used ; but care must be taken to have 
the number and the kind of balls the same on each 
side. When the game is played in this way, the 
third player in the triangle, or the end player in the 
line, should catch all the balls before he starts any of 
them back in the reverse direction. 



5. CHASE BALL. 

Grade : Grammar, High. 

No. of Players : Any number divisible by 4. 

Apparatus : 2 balls. 




represents the course of A's ball. 
represents the course of B's ball. 



The players divide into two equal parties, A and B, 
which stand in two concentric circles having each the 
same number of players. In each circle the players 



lO 



of one party alternate with those of the other, and 
every A of the outer circle is opposite a B of the 
inner circle. (See diagram.) All the A's play to- 
gether, and all the B's. One ball is given to A i, 
and the other to B i. At a signal, each passes his 
ball to his neighbor on the right in the other circle ; 
and this player in turn passes his ball to his right- 
hand neighbor in the opposite circle. So the ball 
continues indefinitely round the two circles in a zigzag 
course, always going from alternate players of the 
outer and inner circles, skipping one player at each 
throw, in order that it may always remain in the hands 
of the same side. The object of each party is to 
make its ball overtake the opponents' ball once or as 
many times as possible. 



6- *TIME BALL. 

Grade : Primary, Grammar. 
No. of Players; lo to 60. 

Apparatus ; As many balls or bean' bags as there are 
rows of players. 

The children are seated so that there are the same 
number of players in each row. A line is drawn 
across the front of the room near the wall, and a 
mark is made in each aisle between the front desks. 
The method of throwing to be used is next agreed 
upon. The ball may be tossed with either the right 
hand or the left, or it may be thrown with either hand. 
After the decision has been made, the leader of each 



II 



row takes his ball, and stands opposite his aisle on the 
line. Then, at a given signal, the first player in each 
row runs to the mark in his aisle. When he has 
reached it, the leader, in the way previously agreed 
upon, throws him the ball, which he catches and 
returns. Immediately he runs back to his seat. As 
soon as he is seated, the next player in the row runs 
to the mark in the aisle, and catches the ball. So 
the game goes on, with the players running in turn, 
and each starting as soon as the previous player has 
seated himself. Any one who throws with the wrong 
hand, or in the wrong way, or when he is not on the 
mark or line, makes a foul, and must repeat the play. 
When all have run, the leader returns to his desk and 
seats himself with the ball in front of him. Then 
every one in the row assumes " position." The first 
row that succeeds in doing this scores a point, and 
the row that first scores five points wins the game. 



7- *BEAN BAGS DNf A CIRCLE. 

Grade: All. 

No. of Players: lo to 60. 

Apparatus : Bean bags. 

The players, standing several feet apart, form a 
circle. The bean bags are distributed to players who 
are at equal distances from each other in the circle. 
Each player who holds a bag turns and tosses it to 
his next neighbor at the right, and instantly faces his 
neighbor at the left, ready to receive the next bag. 



12 



All the bags should be in motion at once. If it is 
desired, a forfeit may be required of the one who fails 
to catch a bag, or he may be dropped out of the circle. 
Balls may be used in place of bean bags, and the 
game made more difficult by having the balls or the 
bean bags of various sizes. The most rapid game can 
be played when the number of bean bags is only one 
less than the number of players. 



8- * TEACHER AND CX ASS. 

Grade: All. 

No. of Players: lo to 60. 

Apparatus : Bean bags. 

Every eighth player is appointed as a teacher. 
The other players form a line as pupils. The teachers 
face them, standing from ten to twenty feet away. 
No. I teacher tosses a bean bag to No. i pupil, who 
catches it, and immediately throws it back. The 
teacher then moves down opposite No. 2 pupil, and 
tosses the bean bag to him, and catches it when he 
tosses it back. So he goes on down the line. When 
he has reached No. 3 or No. 4 pupil. No. 2 teacher 
begins tossing to No. i pupil. The other teachers 
follow at equal intervals. When a teacher reaches 
the end of the class, he returns, and tosses again to 
No. I pupil. Whoever fails to catch a bean bag, 
whether teacher or pupil, goes to the foot of the class. 
If a teacher fails, his place is supplied by No. i 
pupil. Variations may be made by having each 



13 

player bounce the ball, or throw it, or clap hands 
before catching it. 

9- * CRISS-CROSS* 

Grade: Grammar, High. 
No. of Players : 4 to 60. 

Apparatus: Bean bags, half as many as there are 
players. 

The players are divided into groups of not more 
than ten, and these groups play each a separate game. 
In each group, sides are chosen, which stand facing 
each other at a distance of eight or ten feet ; and the 
bean bags are given to the players of one side. The 
player at the right end of the bean bag row is No. i 
of that line. He begins the game by throwing his 
bag to the player opposite him in line, who catches it 
and throws it back. No. i of the bean bag row then 
throws his bag to No. 2 of the opposite line, and so 
on until he has come to the last player, after which 
he begins again with No. i . But, meanwhile, as soon 
as No. I of the bean bag line has received his bag 
after his first throw. No. 2 of the same line begins 
throwing to No. i of the opposite line, and so on. 
In like manner, when No. 2 has received his bag after 
his first throw, No. 3 begins ; and this continues until 
all the players in the bean bag line are throwing, each 
beginning as soon as his right-hand neighbor has made 
his first play. Score is kept of the number of times 
each side drops a bag ; and, when the time limit has 
expired, the side that has dropped the fewer bags 
wins. 



14 



JO* * END-TO-END BEAN BAG. 

Grade : Upper Primary, Grammar, High. 
No. of Players: lo to 60. 
Apparatus : 2 bean bags. 

The players divide into two sections, and, standing 
close together, form in each section two parallel lines, 
A and B, five feet or more apart. At a given signal 
the first player in line A runs half-way across to the 
first player in line B, and tosses him the bag. Line 
A moves up to fill the space vacated by the first 
player. Meanwhile the bag is passed along line B 
until it reaches the last player, who runs with it half- 
way across to the last player in line A, tosses the bag 
to him, and takes the place beside him. The bag 
then passes up line A, while line B moves down to 
fill the place left vacant by the last player. Finally, 
the first player of line A steps into the vacant place 
in line B, and so becomes the first player in line B. 
The game is then repeated as before, and continues 
until the player who started at the head of line A 
has moved down line B and back up line A to his 
original position. The section which accomplishes 
this first wins the game. 



fU *CIRCLE BALL. 

Grade : Upper Primary, Grammar. 
No. of Players: 10 to 60. 
Apparatus: Ball. 



15 

The players form a ring. One player tosses the 
ball to another player, who must catch it, and toss it 
to some one else in the ring. The tosses should be 
in quick succession and in unexpected directions. Vari- 
ations may be made by bouncing the ball, by clapping 
the hands before catching it, or by having the person 
who fails to catch it sit down. The game may also 
be played with all the players seated. 



i2. * CALLING NAMES. 

Grade : Upper Primary, Grammar. 
No. of Players: lo to 60. 
Apparatus : Bean bag. 

The class divides into two equal parts, which stand 
on opposite sides of the central aisle, with the players 
of one side facing the players of the other, and with 
each player standing beside a chair. One of the play- 
ers takes the bean bag, and the teacher begins to 
count ten. Before the teacher has finished counting, 
the player who holds the bean bag must call the name 
of some one on the opposite side, and throw the bag 
to him. The player whose name has been called 
catches the bag, calls the name of one of his oppo- 
nents, and throws the bag back. In this way the 
game continues until the time limit has expired. Any 
player who fails to throw the bag before ten is 
counted, or who aims badly, or who fails to catch a 
bag thrown to him, must sit down. The side which 
has the smaller number of players seated at the end 
of the time wins the game. 



i6 



i3. BOX BALL* 

Grade; Grammar, High. 
No. of Players: 6 to 20. 
Apparatus: Box for each player; ball; small stones. 

The boxes are placed in a row on the floor. The 
players stand in a line at some distance from them, 
each player opposite his own box and facing it. The 
player at the right of the line tosses the ball into any 
one of the boxes. All the players scatter except the 
one into whose box the ball has fallen. He runs, 
picks up the ball, and tries to throw it so as to strike 
one of the other players. If he fails, he has a stone 
put in his box. Then the other players form in line 
as at first, and he starts the game again by tossing 
the ball into some one of the boxes. If, however, 
he succeeds in hitting the player he aims at, the 
player who is struck is the one who receives a stone, 
and who starts the game again. If any one fails in 
his attempt to toss the ball into a box, he also 
receives a stone; and the player next him in line 
makes the attempt. When a player has five stones 
in his box, he goes out of the game ; or, if it is pre- 
ferred, he pays a forfeit. 



J4. *BEAN BAG TARGET* 

Grade : Upper Primary, Grammar, High. 
No. of Players: 10 to 60. 

Apparatus : Five bean bags for each group of nine or 
more players. 



i; 

For every group of nine or more players three con- 
centric circles, one, two, and three feet in diameter, 
are drawn on the floor ; and about twenty feet from 
the circles a straight line is drawn to serve as base. 
In each group a referee is appointed, and sides are 
chosen. The players alternate from the two sides, 
and each in turn stands with his toe on the line, and 
tosses the five bean bags, one after another, toward 
the circles. Each bean bag that falls within the 
inner circle counts fifteen, each within the second 
circle counts ten, and each within the outside circle 
five. The game can be made more difiicult by de- 
creasing the size of the circles or by increasing the 
distance between the circles and the base line. 

If it is wished, a board can be substituted for the 
circles on the floor. The board should be about two 
and a half by two feet, with a large hole cut near the 
upper left-hand corner and a small one near the lower 
right-hand corner. It should stand at an angle of 
forty-five degrees. The count, when a board is used, 
is fifteen for every bag thrown through the small 
hole, ten for every one through the large hole, and 
five for every bag remaining on the board at the end 
of the player's turn. 



i5. *BEAN BAG OVER THE HEAR 

Grade : Grammar, High. 
No. of Players: lo to 25, 
Apparatus : Bean bag. 



i8 



One player is chosen to throw the bean bag. He 

stands in front of the other players with his back to 
them, takes the bean bag, and tosses it over his head 
with both hands. Each of the other players tries to 
catch it. The one who is successful is the next to 
throw the bag. 

t6. DROP BALL* 

Grade: All. 

No. of Players: lo to 60. 

Apparatus : Tennis ball. 

One player stands in the centre, and the rest form 
a ring round him. The player in the centre tosses 
up the ball, and calls the name of any one of the 
players in the ring. The player whose name has been 
called tries to catch the ball before its second bounce. 
If he succeeds, he changes places with the player in 
the centre. If he fails, the player in the centre con- 
tinues until some one does catch the ball. When a 
player has failed three times, he must go into the 
" scrub " circle, which begins playing as soon as there 
are four players in it. 

The game may be made more difficult by drawing 
a chalk circle, inside which no player may step until 
his name has been called. The breaking of this rule 
counts the same as a failure in catching the ball. 

Vatiation; Catch Ball. This game is played in 
the same way as Drop Ball, except that the players 
run freely about the room instead of standing in a 



19 

ring. The player who tosses the ball may call the 
name of some one who is at a considerable distance, 
so that great speed and alertness are required to 
enable the player whose name has been called to 
catch the ball before its second bounce. When a 
player has failed three times, he is out of the game. 



M. *DEAD BALL. 

Grade : Upper Primary. 
No. of Players: lo to 60. 
Apparatus : i to 3 soft balls. 

The players stand in the aisles between the desks. 
The teacher tosses the balls into the air. Any one 
who can catches a ball, and tosses it at some other 
player. This other one may either dodge the ball or 
catch it. If he catches it, he tosses it at some one 
else ; but, if he is struck by it, he is dead, and must 
sit down. The game is played until only one person 
is left standing. The balls must always be tossed, 
not thrown. 

\Z. * GUESS BALL. 

Grade : Grammar, High. 
No. of Players: 10 to 25. 
Apparatus : Soft ball. 

All the players but one form in a line. The re- 
maining player stands several feet in front of the 
others, with his back toward them, and counts aloud 
to any given number. Meantime the ball is passed 



20 



back and forth along the line. When the given num- 
ber is called, the person who then holds the ball 
throws it so as to strike on the back the player who 
stands in front. If this player is hit, he turns quickly, 
and tries to guess by the attitudes of the players 
which of them threw the ball. If he guesses cor- 
rectly, the player who threw the ball changes places 
with him. If he does not guess correctly, he remains 
in front, and the game is repeated. If the player in 
the line fails to hit the one in front with the ball, they 
change places. 

Variation: Ball Tag:* The players are arranged 
in two lines facing each other, about forty feet apart. 
One side sends out a player who stands half-way be- 
tween the lines, facing his own side. His opponents 
have the ball, and the game proceeds as in Guess 
Ball. If he guesses correctly, his side may choose a 
player from the opponents to join their line ; and the 
player in the centre may continue until he fails to 
guess correctly, when he returns to his place, and the 
other side sends out a player to guess. The side 
having the most men at the end of the game wins. 



J9- STOOL BALL* 

Grade : Grammar, High. 
No. of Players : lo to 30. 

Apparatus : Tennis ball ; stools, one less than the num- 
ber of players. 



21 



The stools are placed in a circle several feet from 
each other. Back of each stool stands a player, in 
any position previously agreed upon, such a position, 
for instance, as "heels together and hands on the 
hips," or "feet apart and hands out to the side." In 
the centre of the circle stands the bowler, who tosses 
the ball at any one of the players. If the player at 
whom the ball is tossed succeeds in batting it with 
his hand, all the players behind the stools change 
places. The bowler catches the ball or picks it up, 
and then throws it so as to hit any player who is out 
of the required position. The one who has been hit 
changes places with the bowler. If no one has been 
hit, the game is repeated with the same bowler. If, 
at any time, the ball is not batted back, the bowler 
repeats the throw until it is. A variation may be 
made in the game by having the player who has been 
hit fall out of the game instead of having him change 
places with the bowler. 



20. ENGLISH STOOL BALL, 

Grade : Upper Grammar, High. 
No. of Players : 5 to 20. 
Apparatus : Stool ball. 

A stool is set upon the ground, and a line is drawn 
at some distance from it. One of the players stands 
beside the stool. The others stand on the line, and 
one of their number throws the ball with the intention 
of striking the stool. The player near the stool tries 



22 



to prevent the ball's striking by batting it away with 
his hand. If he succeeds, he scores one. But if the 
ball strikes the stool, he is " out," and the thrower of 
the ball takes his place. He is also "out" if any 
player catches the ball after it has been batted back, 
in which case the catcher takes the place of the one 
at the stool. Any number of points may be decided 
on as game, and he wins who first scores the required 
number. 



2U GERMAN BALL GAME. 

Grade: Grammar, High. 
No. of Players : lo to 30. 
Apparatus: Bat; ball. 

A 



y 




























( 








( 









( 















( 









( 












( 

( 


( 


( 


( 


( 


X 













B 



An oblong about fifty by eighty feet is marked in 
an open space outdoors. Across one end is drawn 
a line, A B, parallel to the end line, and about ten 
feet distant from it. A goal, C, is marked at the 



23 

opposite end of the space in one corner. Sides are 
chosen, and one side takes possession of the smaller 
oblong. One player of this side is pitcher, and stands 
at position x, diagonally opposite the goal. All the 
other players are batters, and stand in line at the 
rear of the space. The first batter is at y. The 
players of the other side are all catchers, and stand 
here and there in the larger space. The pitcher 
throws the ball, and the batter tries to strike it. If 
he does not succeed the first time, he tries until he 
does succeed. He then hands the bat to the next 
batter in the line, and runs to the goal and back as 
quickly as possible. The players of the other side try 
to catch the ball. If they fail in that, they pick up the 
ball and try to hit the runner with it. If they succeed 
in doing either the one or the other, their side scores 
one. If they fail in both, the side of the runner 
scores one. The game is repeated with the batters 
serving in turn until the catchers have scored three 
points. The sides then change places, the catchers 
becoming batters and the batters becoming catchers. 
The game ends when one side has scored twenty-five 
points. 

2Z TARGET BALL. 

Grade : Grammar, High. 
No. of Players: lo to 25. 
Apparatus: Ball. 

One player is chosen to be thrower. The other 
players are runners, and stand in a row along one 



24 

side of the room. The thrower stands several paces 
distant from them toward the centre of the room. 
At a given signal the first runner starts, runs around 
two sides of the room, and stops on the farther side, 
opposite the last player in the line of runners. Dur- 
ing the run the thrower tries to throw the ball so as 
to hit the runner. If he succeeds, the one whom he 
has hit remains opposite the line of runners, and a 
second runner is called out. The game continues in 
this way until the thrower fails to hit. The runner 
who has escaped then becomes thrower, and the 
thrower takes his place as the last runner in the line. 
After this the game goes on as before. When all 
the runners have been hit, the game ends. The 
thrower who has hit the greatest number of runners 
wins. 



23, DODGE BALL. 

Grade: All. 

No. of Players : 20 to 60. 

Apparatus) Ball. 

Sides A and B are chosen, and the players of A 
stand in a circle round those of B. The A's try to 
throw the ball so as to hit the B's, while the B's at- 
tempt to save themselves by running and dodging 
inside the circle. The A's may pass the ball among 
themselves as much as they choose, and leave the 
circle when it is necessary to regain possession 
of the ball; but, while they are out of the circle, 



25 

they may not throw at their opponents. They 
must either return or throw to one of their own 
side. When a B has been hit, he is killed, and 
must stand in the circle with the A's and help them 
kill the remaining B's. The last B who is killed is 
the winner. The game is then repeated with the 
sides reversed, the B's being in the circle and the A's 
in the centre. Finally, the two winners play off the 
game inside a circle formed by all the other players. 

Variation 5 Dod§:e Ball with Time* In this game 
the players who are killed do not join their opponents, 
but go out of the game until all on their side have 
been killed. The time taken to do this is recorded. 
The game is repeated with the sides reversed, and 
the side that is the quicker in killing all its opponents 
wins. In other respects the game is like Dodge 
Ball. 

24. LAWN BOWLS* 

Grade : Grammar, High. 
No. of Players : 4 to 20. 

Apparatus : Colored ball for each player, half the balls 
of one color, half of another ; ball of a third color. 

This game may be played in a level place out of 
doors or in the gymnasium. Sides are chosen, and 
the balls are distributed so that all the players on a 
side have balls of the same color. The leader of one 
side takes the jack, which is the ball of the third 
color, and throws it to a considerable distance. The 



26 



other players, alternating from the two sides, stand 
in turn at the place from which the leader threw, and 
throw their balls, trying to have them lie as near the 
jack as possible. When all have thrown, the side 
which has a ball lying nearest the jack scores. The 
count in the score is one for each ball that lies nearer 
the jack than the best ball of the opposing side. 



25- ROLL BALL- 

Grade : Grammar, High. 
No. of Players: 2 to 20. 
Apparatus: Ball. 

A line is drawn to divide the gymnasium floor into 
two courts. On each side of this line, parallel to it, 
and seven or eight yards from it, is drawn a boundary 
line. The players divide into two equal parties, A and 
B ; and each party takes possession of a court, and 
stands there behind the boundary line. The first 
player of A comes forward, and takes his place on his 
boundary line with the ball on the line beside him. 
The first player from B stands opposite on his boun- 
dary line. The A player then tries to send his ball 
across B's line by batting it with his hand or his fist. 
The B player tries to prevent the ball from crossing 
his line by running to meet it and batting it back 
without first stopping it. If the A player fails to 
send the ball across the middle line, B scores a point. 
But, if the ball crosses the middle line and B fails to 
bat it back before it crosses his boundary line, A 



27 

scores a point. The game continues between these 
two players until one of them scores a point or makes 
a foul. Then two other players take their places. 
Fouls are (i) stopping the ball before batting it back; 
(2) batting the ball so that it goes higher than the 
knees of the player ; and (3) sending the ball so that 
it lodges in a piece of apparatus before it crosses the 
middle line. If the ball lodges in the apparatus after 
it has crossed that line, no foul has been made ; and 
the player on whose side the ball is may roll it out a 
short distance in a direction parallel to the middle line, 
and from there bat it. If the ball hits the wall, it is 
still in play, and no foul has been made. Each foul 
scores one for the opponents' side. The side which 
first scores thirty points wins the game. 



26. KICK-OVER-BALU 

Grade : Grammar, High. 
No. of Players: 10 to 30. 
Apparatus : Basket ball or volley ball. 

The players choose sides, A and B ; and the sides 
sit on the floor in two rows facing each other, with 
their hands on the floor behind them and their feet 
stretched out in front of them, leaving space, however, 
so that the ball can be rolled between them. A goal 
is marked at one end of the room, equally distant from 
both rows. The player who is at the farther end of 
the row from the goal, is the scout for his side. The 
umpire rolls the ball down the centre from whichever 



28 



end of the line he chooses. Each player tries, as the 
ball passes, to kick it so as to send it over the heads 
of his opponents. If a player in A succeeds in doing 
this without removing his hands from the floor, the A 
scout runs to the goal, and then returns and sits down 
at the goal end of his line, in the place left vacant by 
the moving of the line away from the goal. Mean- 
while the B scout picks up the ball, and seats himself 
at the goal end of his line, opposite the A scout. If 
the A scout is the first to get seated, his side scores 
two, one for the kick-over and one for the goal-run ; 
but, if the B scout is the first seated, the side A scores 
only the one for the kick-over. 



27. BOUND BALL. 

Grade: Grammar, High. 
No. of Players : lo to 30. 
Apparatus : Rubber ball. 

A line is marked on the floor. A leader and a 
score-keeper are appointed ; and the other players di- 
vide into two equal parties, which take their positions 
on opposite sides of the line, about five feet from it. 
The players of each party separate, so that each indi- 
vidual has a space about five feet square in which to 
move. The leader of the game takes his place at one 
end of the line, and the score-keeper at the other. 
The leader throws the ball into the midst of the 
players so that it will rebound from the floor as near 
as possible to the line. After the ball has bounced. 



29 

the player who is then nearest it strikes it from above ; 
and either he or some of the players of his side con- 
tinue to strike it after each rebound, until an oppor- 
tunity offers to bounce it across the line. Whoever 
strikes the ball when it has not rebounded from the 
floor, or fails to strike it after the first rebound, or 
fails to strike it from above, or permits it to roll on 
the ground, makes a foul. The side that first has 
twelve fouls scored against it loses the game. 



28. BOUNDARY BALL* 

Grade : Primary, Grammar. 
No. of Players: lo to 60. 
Apparatus : Basket ball. 

The ground or floor is marked out in a rectangle 
about fifteen by thirty feet, and the rectangle is di- 
vided in halves by a line drawn across the centre of 
it. Sides are chosen, which take their places in their 
respective fields, and stand facing each other in two 
rows about ten feet from the centre line and parallel 
to it. Any player may start the game by throwing 
the ball into his opponents' field. His opponents 
catch the ball, or, if it is rolling, stop it. Their line 
then advances or retreats, so as to cross the spot on 
which the ball was caught or stopped. The catcher 
of the ball next throws it back to the first side, which 
in its turn must catch or stop it. This continues 
until one side succeeds in passing the ball across the 
outer boundary of its opponents' side. 



30 



29- HAND FOOT-BALL* 

Grade : Grammar, High. 
No. of Players : 6 to i6. 
Apparatus : Basket ball. 

A court is marked about fifty feet long and twenty 
feet wide. The players divide into two equal teams, 
and each team chooses a kicker. The teams stand 
facing each other at opposite ends of the court, each 
drawn up in a straight line about ten feet from the 
end boundary, with its :kickers about ten feet in ad- 
vance of the line of players. Half-way between the 
two kickers, but at the side of the court, stands the 
teacher, or leader, who acts as umpire, and starts the 
game by throwing the ball so that it will strike be- 
tween the kickers. Each of these players tries to 
kick the ball so as to send it over the heads of his 
opponents in line, but those who are in line prevent 
the ball from passing over them by striking it back 
with their hands. They must not, however, leave 
their places, nor grasp nor kick the ball. The kicker 
who succeeds in sending the ball over the heads of 
his opponents wins the game for his side. 



30. ONE-LEGGED FOOT-BALL. 

Grade : Grammar, High. 

No. of Players: lo to 6o. 

Apparatus : Bladder ball that can be kicked easily. 

At the two ends of the room are marked goal 
lines. The distance between them varies according 



31 

to the number of players, being always large enough 
to allow the players to run about freely. Sides are 
chosen, and two captains appointed. Then the ball 
is put into play between the two captains. Each 
player stands with his right foot held in his left hand 
or his left foot in his right hand. With his free hand or 
with the foot on which he is standing, he tries to hit 
the ball. The object of the game is to force the ball 
over the opponents' goal line. Each goal so made 
scores one. After the goal has been made, the ball 
is again put into play at the centre. A variation 
may be made in the game by having the players 
assume the same position as before, but hit the ball 
only with their free hands. Or the players may stand 
on both feet and run about freely, and hit the ball 
with either hand. The ball must in no case be 
thrown. The game is best adapted to boys. 



ZU CORNER BALL* 

Grade: Grammar, High. 
No. of Players; lo to 30. 
Apparatus ; Basket ball. 

A line is drawn across the centre of the gymnasium 
floor, and four six-feet-square goals are marked, one 
in each corner. The players are divided into two 
equal teams, which take their positions on opposite 
sides of the centre line. Each team appoints two 
goalmen, who stand in the goals on their opponents* 
territory, opposite their own side. The object of the 



32 

players on each team is to throw the ball to either of 
their own goalmen. Whenever a goalman, without 
stepping outside his own goal, succeeds in catching a 
ball which has not been touched by an opponent, he 
scores one for his side. The opposing team try to 
intercept the ball as it is thrown ; and if, before it is 
caught, they can in any way touch it without entering 
a goal, they score one. The players are numbered, 
and throw in turn, the sides alternating. A thrower 
must not advance beyond the middle line. A game 
is ended when all the players on each side have thrown. 
The side having the larger score wins. 



3Z * CENTRE BASE- 

Grade : Upper Primary, Grammar, High. 
No. of Players : lo to 30. 
Apparatus : Bean bag or ball. 

One player takes his place in the centre, and the 
other players, standing a little apart from each other, 
form a ring round him. The player in the centre 
tosses the bean bag to any one in the ring, and then 
runs out. The player to whom the bag is tossed must 
catch it, carry it to the centre of the ring and put it 
down, and then chase the one who tossed it, who 
meanwhile attempts to get back to the centre and 
touch the bag before he is tagged. If the chase con- 
tinues too long, time may be called at the discretion 
of the teacher. If the one who tossed the bag is 
tagged, he may either go out of the game or take the 



33 

place in the ring left vacant by the one who has tagged 
him. If he is not tagged, he tosses again from the 
centre. 

If the game is played in the school-room, the centre 
desk can be used as a base, and the players may vault 
over the chairs in the course of the chase. 



33. CENTRE STRIDE BALL* 

Grade : Grammar, High. 
No. of Players : lo to 60. 
Apparatus : Large ball. 

One player stands in the centre, and the other play- 
ers form a ring round him by standing with their feet 
apart and with each foot touching a neighbor's foot. 
The player in the centre tries to send the ball out be- 
tween the players' feet by batting it with his hand so 
that it will roll along the floor. The players protect 
themselves by batting the ball back. If any player 
fails to do this, and so allows the ball to pass out be- 
tween his feet or at his right side, he must change 
places with the player in the centre. 

If the circle is large, there should be two players in 
the centre and two balls in play. 

The game may also be played with variations. The 
players may kick the ball instead of batting it ; or they 
may keep the ball moving round the circle, either to 
the right or the left, so that the player in the centre 
has difficulty in getting an opportunity to bat the ball 
out. 



34 

34* * MEDICINE BALL* 

Grade: All. 

Wo. of Players : 6 to 60. 

Apparatus : 2 or more basket balls, medicine balls, or 
other large balls of uniform size and weight. 

The players are divided into two or more files, ac- 
cording to the number of players or the number of 
balls obtainable. The players in each file stand at 
equal distances from one another, and the leader of 
each file holds a ball. The positions of the leaders 
and of those in the rear end of the files are marked on 
the floor. At a signal each leader passes the ball be- 
tween his feet to the one behind, who, in turn, passes 
it along between his feet to the next player, and so on 
to the end player, who, after making sure that the 
ball has touched the mark on which he stands, runs 
with it as fast as possible to the leader's position in 
the front of the file, and immediately starts it down 
the line again as before. Every time a player runs 
forward with the ball, the others of that file all move 
backward somewhat, in order to give the runner room 
in front and keep the spaces equal. The ball must 
always pass between the feet of every player in the 
file ; and, if a crooked pass sends it out to one side, it 
should, as soon as possible, be brought back to the 
line, and started along by the player next in turn. 
The file which, having complied with these require- 
ments, soonest gets back to its original position, 
wins. 



35 

Variation : Arch Ball* The ball, instead of being 
passed between the feet, is thrown backward over the 
head from one player to another. In all other re- 
spects the game of Arch Ball is identical with that of 
Medicine Ball. 

35. TOUCH BALL* 

Grade: Grammar, High. 

No. of Players: ioto6o. 

Apparatus : Medicine ball or any unwieldy object. 

One player is chosen to stand in the centre, and the 
other players form a circle round him. Space is left 
between the players, so that the one in the centre can 
run in and out. The ball is passed here and there in 
any direction among those in the circle, and the one 
in the centre tries to touch it. If he succeeds in 
touching it while it is held by one of the players, that 
player changes places with him. If he touches it 
while no one is holding it, the one who had it last 
must change places with him. A player on going 
into the centre cannot at once touch the ball, but 
must wait until some other player has handled it. 
To make the game a success, the players should co- 
operate to keep the ball from the player in the centre, 
and should tease him, and make various feints. 

Variation: Circle Catcli Ball. In this game a 
lighter ball should be used, one that can be readily 
thrown and caught. The object of the player in the 
centre is to catch the ball. A mere touch does not 
count. Except for this the game is like Touch Ball. 



36 



36* BOWL BALL- 

Grade : Grammar, High. 
No. of Players : 6 to 30. 

Apparatus : Indian club for each player ; basket ball ; 
handkerchiefs for half the number of players. 

Sides are chosen, and a circle is formed in which 
the players stand not less than six feet apart, with the 
players of one side alternating with those of the other. 
The Indian clubs belonging to one side are marked to 
distinguish them from the others by tying a handker- 
chief round each one of them, and then each player 
sets his club on the floor behind him. The object of 
the game is to knock down the opponents' clubs with 
the ball, and at the same time to protect one's own 
club. The ball is given to any player to start the 
game. This player may throw the ball immediately 
at an opponent's club or may pass it to a player of 
his own side. The ball must always be rolled on the 
floor, or must at least have touched the floor, before 
it knocks down a club or is caught by a player. 
When a club has been knocked down, it must be set 
up again immediately, and, if the owner of the club 
has the ball in his possession, he must set up his club 
before he bowls the ball. A side scores a point for 
every time an opponent's club is knocked down, 
whether it is knocked down by the ball or by the 
movement of its own guard. The side which has the 
larger score at the expiration of the time limit wins. 

The interest of the game is greatly increased by- 
having two or more balls in play at the same time. 



37 



37* BOMBARDMENT* 

Grade : Grammar, High. 

No. of Players: lo to 60. 

Apparatus : Indian clubs, half as "many as there are 

players ; balls or bean bags, half as many as there 

are players. 

Sides are chosen, and on each side half the players 
are appointed as guards and half as bowlers. A line 
is drawn to divide the floor into two equal fields, one 
for each side ; and the ninepins are distributed to the 
guards of the two sides, who set them up in the rear 
of their respective battlefields. The pins should be 
arranged at equal distances from each other in rows 
that are themselves at equal distances apart, and in 
such a way that the pins of one row alternate with 
those of the next. Each guard stands by his own pin 
to protect it, and, if it is knocked down, to set it up 
again. The bowlers, each armed with a ball or a 
bean bag, stand between the guards and the centre 
line. The object of the game is to knock down the 
opponents' pins. After the play has been begun, the 
balls may be thrown at any time until the game is 
ended. The bowlers are kept supplied with ammuni- 
tion by the guards on their side, who pass to them 
all the balls that come into their territory. Each side 
scores for every time that one of its opponents' pins 
is knocked down, whether it be by a ball or by a 
player. No player is allowed to cross the centre line. 
The side having the larger score when the time limit 
has expired is the winning side. 



38 

The game may be varied by letting each player 
have both a bag and a ninepin. It may also be 
varied by allowing the pins to remain down when 
they have been knocked over, the object being, in 
that case, to see which side can longest keep its pins 
from being all knocked down. In both variations it 
is allowable for the players to protect each other's 
ninepins as well as their own. 



38- STRING BALI^ 

Grade : Grammar, High. 
No. of Players : 2 to 20. 

Apparatus : Ball attached to a rope ; object on which 
to hang the ball. 

The ball is hung from a piece of gymnastic appa- 
ratus, or, if the game is played out of doors, from the 
limb of a tree. The players stand about it in a circle. 
One player starts the game by striking the ball with 
his hand : the others try to catch the ball before he 
can hit it again If they do not catch the ball, he 
scores one ; and he continues to score one for each 
time he hits the ball until the ball is caught. Then 
the catcher strikes the ball, and the game goes on as 
before. 

39- PILLAR BALL* 

Grade : Grammar, High. 
No. of Players : 8 to 40. 
Apparatus : Basket ball or volley ball ; pillar. 



39 



B 





goal throwers of B. 
guards of A. 


'""" ■'-, / 

X 






r^ Pillar or hoop. 






guards of B. 


>< 


goal throwers of A. 





A line is drawn round the pillar eight feet from the 
floor, and another ten feet from the floor. A space 
is left, and then on each side of the pillar are drawn 
four parallel lines (i, 2, 3, and 4 in diagram) for the 
players to stand upon. The players divide into two 
sides, A and B, half the A players standing on lines 

1 and 3 of their own side of the field, and half on lines 

2 and 4 of the opposite side of the field. B arranges 
its players in a similar manner. The players standing 
on lines i and 3 are guards : players standing on 
lines 2 and 4 are goal throwers. All players face 
the pillar and keep one foot on the line, although 
they may pass from side to side as far as to the next 
player. The game is started by the umpire, who 
throws the ball up in the air in the central space. 
Two selected guards, one from the first line of each 
side, jump and strike at the ball, and then return to 



40 

their places in line. Each side tries to pass the ball 
as quickly as possible to its goal throwers in the 
fourth line, these being the only ones privileged to 
throw directly at the pillar. The others merely help 
in passing the ball. The guards of both sides try to 
prevent the goal throwers on their side of the pillar 
from getting the ball or from hitting the pillar, and 
also pass the ball to their own goal throwers on the 
opposite side of the pillar. The goal players try to 
make the ball strike their opponents' space on the 
pillar ; that is, the space between the two horizontal 
lines. 

Stepping off the line with both feet, hugging, bat- 
ting, or kicking the ball, pushing, and rough play are 
all fouls. So, too, is striking a player, although it is 
allowable to strike a ball out of a player's hands, so 
long as the player himself is not struck. When a 
foul is made, the goal throwers of the opposite side 
have a free throw for the pillar. 

A strike made from the field counts two points: 
one made by a free throw after a foul counts one 
point. If, after a free throw, the ball fails to strike, 
it is in play ; and the game goes on as before. 

The game may be varied by having a ring or hoop 
in place of the pillar, the object being to send the 
ball through the hoop. The hoop should be sus- 
pended ten feet from the ground. 



41 



m FLYING TARGET* 

Grade: High. 
No. of Players: lo to 40. 

Apparatus: Basket ball; tennis balls, half as many 
as there are players. 



f 



X O y 



a e S ^ 

Out of doors a rectangular field, abcdy is marked, 
and the lines ef and gh are drawn across the field 
parallel to the end lines, so as to form two smaller 
rectangles, x and y. Indoors two opposite sides of 
the rectangle, ad and bc^ may be formed by the walls 
of the room ; but the other two sides, ah and dc^ must 
be drawn a few feet away from the walls, so as to 
leave a space beyond each end of the rectangle. An 
umpire is appointed, and sides are chosen. The 
players of one side stand here and there in x^ and 



42 

those of the other scatter in y. The best throwers in 
X take the tennis balls, and stand in front. The 
umpire stands in the centre, and holds the basket 
ball. The game is started by the umpire's throwing 
the basket ball straight up in the air fifteen or twenty 
feet. The throwers in x try to throw their tennis 
balls so as to hit the basket ball before it comes to 
the ground. Meanwhile the players in y try to catch 
the tennis balls, and, failing in that, try to keep them 
from crossing the rear line, cd. For every time the 
basket ball is hit, the team in x score six points, and 
for every tennis ball that crosses the rear line, cd, 
they score three; but for every tennis ball that is 
caught the team in y score a point. After every 
throw by the umpire the points scored are counted, 
and the difference credited to the proper side. After 
every throw, too, the sides change in their play ; and 
those who were throwing take their turn at catching. 



^^. BALL HIT- 

Grade: High. 

No. of Players: 8 to 20. 

Apparatus : Tennis ball. 

The players are divided into two teams, which have 
their innings alternately. Chalk circles, large enough 
for one player to stand in, are used as goals, and as 
many of them as there are players on one team are 
marked off at some distance apart from each other in 
a square or a circle. When team A has its inning, 



43 

each A player stands in a goal, while team B is free 
in the enclosed space. Team A starts the game by 
the preliminary play of tossing the ball once round 
the ring from player to player. The object there- 
after is to put out the B men, one at a time, by hit- 
ting them with the ball. In order to accomplish this, 
the A players may pass the ball from one to another 
in their own team until a good chance offers to hit 
one of the B's. During the passing among the A's 
the ball must be tossed; but, when an attempt is 
made to hit a B player, the ball must be thrown. An 
A may leave his goal to catch a ball, if necessary, but 
must have at least one foot in it when throwing to 
put out a B. Any infringement of these rules is a 
foul, as is also a failure to hit a B when a throw is 
attempted. Five fouls put a player out. When half 
the players of either team are out, the inning is ended. 
The score is found by counting the difference be- 
tween the numbers of players left on the two teams, 
the difference being credited to the team having the 
greater number. The next inning then begins with 
the position of the teams reversed, B playing in the 
goals, and A in the centre. The game may consist 
of any even number of innings previously agreed 
upon. 

The difficulty and interest of the game may be in- 
creased in several ways : (i) the number of fouls that 
disqualify a player may be reduced (even to one, with 
skilful players) ; (2) when an A player in a goal 
attempts to put out a B, he may be required to call 



44 

out correctly the name of the B he intends to hit ; 
(3) the B players in the centre may be deprived of 
any part of the floor space, as, for example, by group- 
ing benches in the middle of it, so that the B's have 
to dodge round the outside of the benches ; (4) three 
less goals may be used, and three men reserved from 
each team to fill the vacancies in their teams as fast 
as they occur, in which case the fourth man out on 
either side ends the inning, and the score made is 
one. 



42. BALL STAND- 

Grade : Grammar, High. 
No. of Players : 6 to 60. 
Apparatus : Free wall space in a room ; ball. 

The players are numbered, and stand near one cor- 
ner of the room. One of them bounces the ball 
against the wall, calling, at the same time, one of the 
numbers given to the players. Thereupon all the 
players except the one whose number has been called 
run as far away from the ball as they can. He, on 
the other hand, runs toward the ball, and gets it as 
quickly as possible. As soon as he has it, he stands 
still, and calls " Ball Stand ! " Then each player must 
stop running, and, without turning his head, stand 
with his back to the one who has the ball. The lat- 
ter, after taking time to aim, throws the ball to hit 
some one on the back. If he is successful, the one 
who has been struck calls out, ** Hit ! " Upon that 



45 

the other players run ; while the one who has been 
struck picks up the ball, and calls " Ball Stand I " 
The game continues as after the previous calling of 
" Ball Stand ! " If no one has been struck, all the 
players return to the corner, and the one who failed 
to hit starts the game as before. Count must be kept 
of the number of times each player fails, and for every 
failure a forfeit must be paid at the end of the game. 

Variation: Line Ball Stand* As many figures as 
there are players are marked in numerical order in a 
row opposite the free wall space, and the players take 
their positions on them. The leader throws the ball 
against the wall, and names one of the figures. The 
player who stands on the figure named tries to get the 
ball as quickly as possible, while the other players try 
to bat it away from him with their open palms. At 
the same time they try to keep out of his reach as 
much as possible. His neighbors at the right and the 
left are especially active in this, because they know 
from the first who has been called. If it is lo, for in- 
stance, 9 and 1 1 can both identify him without a mo- 
ment's delay. When the one whose number has been 
called succeeds in getting the ball, he cries, "Ball 
Stand ! " The game then goes on as in * Ball Stand,' 
with one exception. Whether the throw to hit a 
player is successful or not, all the players return to 
the line after it has been made. 



46 



43. MOUNT BALL. 

Grade: Grammar. 

No. of Players : 4 to 60. 

Apparatus : A small, light ball. 

A leader is appointed, and the other players range 
themselves in line according to their height. They 
are then numbered by the leader. The odd numbers 
become ponies, and the even numbers riders. They 
pair off, each rider taking the pony to the right of 
him, and form in two concentric circles, with each 
rider behind his pony. The ponies stand with feet 
apart, hands braced on extended knees, and bodies 
inclined forward. At the signal " Mount 1 " the riders 
jump astride their ponies, and the leader puts the ball 
in play by throwing it to one of the riders, who 
catches it, and throws it to some other rider. The 
ball is kept passing among the riders as long as pos- 
sible ; but the ponies make the catching difficult by 
turning to the right or the left or by facing about, as 
the ball approaches. When any rider fails to catch 
the ball, all of the riders dismount and run from the 
circle, while all the ponies remain in place, except the 
pony of the rider who missed the ball. The pony 
picks the ball up, and throws it at his rider, if his 
rider is within range, and, if not, he throws it at the 
nearest rider. If no rider is within range, he may 
throw the ball to a pony who is nearer than he is ; 
and this pony then throws the ball at a rider, prefer- 
ably at the one who missed the ball. The rider who 



47 

is aimed at may fall to the ground or jump upward to 
avoid the ball, but may not otherwise leave his place. 
The ball should strike him on the body. Hand and 
foot touches count only when the rider is off the floor, 
in jumping to avoid the ball. If the rider is properly 
hit, the players exchange places, the riders becoming 
ponies, the ponies riders, and the game continues. If 
the throw is unsuccessful, the game proceeds as at 
first. The ball must not be held by any player, but 
must be kept in active play throughout the game. 
Each rider tosses it as soon as he receives it, no mat- 
ter what position he is in when it comes to him. The 
leader of the game gives the signals " Mount ! " 
and " Dismount ! " and determines " hits " and 
" misses." 

The game may be varied by instructing the riders 
to run into the circle after dismounting instead of 
running away from it. When the game is played in 
this way, all but the one at whom the ball is to be 
thrown should kneel or lie down. 

The game may also be played allowing any pony to 
pick up the ball, and then having the ball thrown at 
the nearest rider. 



44* WAR** 
Grade: High. 
No. of Players: lo to 60. 
Apparatus : Basket ball. 



•This game is contributed by Mr. J. E. Doldt, Physical Director of the Rhode 
Island State Normal School. 



48 

Two concentric circles are drawn at each end of 
the gymnasium floor. The size of the circles depends 
on the number of players. When there are thirty 
players on each side, the diameter of the inner circle 
should be fifteen feet, and that of the outer thirty 
feet. The inner circle is the fortress, and the space 
between the two circles is the trench. Behind each 
trench is drawn a prison ten feet square. The rest 
of the floor is the battlefield. The players are di- 
vided into two teams, which take possession of the 
two fortresses. Then one side advances to attack 
the fortress of the other side. The attacking party 
has the ball, which represents the ammunition ; and 
its object is to throw the ball in such a way that it 
will strike within the opponents' fortress. The as- 
sailants surround the trench, and pass the ball among 
themselves until a favorable opportunity offers for a 
well-directed shot. By making this preliminary pass- 
ing quick, they confuse the enemy, so that the enemy 
does not know from what quarter to expect the attack. 
If one of the assaulting party enters the enemy's trench, 
he may be tagged, and so made prisoner. If the shot, 
when finally made, is successful, the assaulting party 
scores one, and all of its men who are held prisoners 
are set free. 

The defending party, during the attack, stand 
within their trench or their fortress, and try to block 
the ball. But, if the ball falls into their hands, they 
rush as quickly as possible to attack the enemy's 
vfortress, and on the way tag, and so make prisoners, 



49 

as many as they can of the enemies who are fleeing 
before them. The tagging must be done with the 
ball, either thrown or held in the hand. Arrived at 
the fortress, the attacking party attempt to throw the 
ball within it, and the game goes on as before. The 
defending party may go outside of their trench to get 
the ball if they wish, but they run the risk of being 
made prisoners by having the ball thrown by the 
enemy so as to hit them. When a ball is aimed for 
this purpose, if the player at whom it is aimed touches 
or intercepts it in any way, he is a prisoner. 

Each single point that is made is called a battle, 
and the side that wins the greater number of battles 
within the time limit wins the game. 



45. CURTAIN BALL* 

Grade: Grammar, High. 

No. of Players: lo to 60. 

Apparatus : Curtain or screen seven feet high. 

A curtain or screen is stretched across the centre 
of the room, so that the players can see neither under 
nor over it. Half the players stand on one side, half 
on the other. One player throws or tosses the ball 
over the curtain, and a player on the other side 
catches the ball and throws or tosses it back. The 
object of the game is to make the ball touch the floor 
on the opponents' side. Every time it does so a point 
is scored for the side that threw the ball. The game 
can be made more diflicult by keeping more than one 
ball in play. 



50 



46. HALEY OVER* 

Grade : Grammar, High. 
No. of Players: lo to 60. 

Apparatus : Ball ; house, out of doors, or curtain, in- 
doors. 

Two parties are formed. They stand on opposite 
sides of a house. A player calls " Haley Over," and 
throws the ball over the house. One of the opposite 
party tries to catch it. If he succeeds, he darts 
round to the other side of the house. There he may 
either throw the ball to hit one of the players or 
keep the ball in his hand and tag with it. If he suc- 
ceeds in doing either, he takes the player whom he 
has hit or tagged back to his own side, and gives the 
ball to his opponents to throw again, because it is a 
disadvantage to throw the ball and an advantage to 
receive it. If he does not succeed, he stays where 
he is, with his opponents, and the ball is given to the 
side he has just left. If no one catches the ball when 
it is thrown over the house, the side that has failed 
to catch it calls " Haley Over," and throws it back. 
The uncertainty as to whether a ball is to be caught 
from over the roof or whether a player will appear to 
tag gives point to the game. The side wins which 
gains all the players. A referee for each side may 
be appointed if necessary. 

The game can also by played by throwing the ball 
over a curtain stretched in the gymnasium or in a 
large hall. 



51 



47* VOLLEY BALL. 
Grade: High. 
No. of Players : 2 to 30. 

Apparatus : Net two feet wide, of length to suit court ; 
volley ball. 

A court is marked off seventeen by forty feet if for 
two players, but larger if there are a greater number, 
about ten square feet being allowed for each player. 
A net is stretched to divide the court in halves length- 
wise. The top line of the net should be six feet six 
inches above the floor ; and, if the net is stretched be- 
tween poles, they must be at least one foot outside 
the lines. 

The game consists in keeping the ball in motion 
back and forth across the net by striking it with the 
open hand. The ball must not be allowed to go out- 
side the court or to touch the floor. 

A member of one side starts the game by standing 
with one foot on the back line of the court and with 
the other foot behind the line, and from there serving 
the ball by tossing it lightly from one hand and bat- 
ing it with the palm of the other hand. Two trials 
are allowed to send it into the opponents' court. If 
a ball in service threatens to strike the net or to fail 
to enter the opponents' court, another player of the 
same side may strike it, and, if necessary, still other 
players of the serving side may do the same ; but no 
player may strike more than twice in succession, and 
the server may not strike more than once. If, how- 



52 

ever, the ball goes outside the court or strikes the net, 
after having been hit by two or more players on the 
serving side, the server may not have a second trial. 
And, if a service strikes a player on the side of the 
server, the server is out unless the ball bounces into 
the opponents' court. A player continues serving 
until he makes two faults in succession during service 
or until his side does not return the ball. 

In returning, as well as in serving the ball, any 
number of players on the same side may strike the 
ball to send it across the net ; but no player may strike 
more than twice in succession. The volleying of the 
ball continues until one side fails to return it or until 
it touches the floor. 

A ball which hits the net, if not a service ball, 
counts as a failure in returning. If the ball hits the 
net during service, it is " dead," and counts as a trial 
serve. If any one touches the net while playing, it 
puts the ball out of play, and counts for the opposite 
side ; and, if any player catches or holds the ball for 
an instant, that also counts for the opposite side. 

If the ball strikes any object except the floor and 
bounces back into the court, it is still in play. 

Each good service unreturned scores one for the 
serving side, and the serving side also scores whenever 
the opponents fail to return a ball which is in play. 
A side only scores when serving. An inning is fin- 
ished when each player has served in turn, and a game 
consists of any number of innings previously agreed 
upon. 



53 



48* CAPTAIN BALL. 
Grade : Grammar, High. 
No. of Players : 14 to 30. 
Apparatus : Basket ball, volley ball, or indoor base-ball. 

The players are divided into two teams, and each 
team appoints a captain. The positions the players 
take vary according to the number who take part in 
the game. A game with fourteen players is as fol- 
lows : — 

Circles are drawn, and the players stationed as in 
diagram No. i . The circles may be from two to five 
feet in diameter, according to the skill of the players. 
Three feet is a good average. As will be seen from 
the diagram, each team has in one-half the field three 
men (homes) stationed within the circles, and in the 
other half of the field three men (defenders) stationed 
outside the circles, and one man who is, at the begin- 
ning of the game, stationed in the centre of the field. 
The homes may not leave their circles, nor the defend- 
ers enter them. Each defender must remain near 
the circle he guards, but the men in the centre may 
run anywhere except inside the circles. 

The object of each team is to pass the ball to its 
own captain by means of the players in the two cir- 
cles nearest him, and every ball thus caught by a cap- 
tain scores one for his team. The captain cannot 
score a point on a ball received directly from his free 
centre man nor from any of the defenders on his side, 
but only from his own homes. The ball is put in play 



54 




02 



o 



C3 




0) D 



O O 



< ffl 



o 











s 




rt 




<u 




-M 




bO 




.s 






g 


o 


c4 


cu 


(U 


a, 


•M 


o 


C3 




o 


■M 


^-l 


m 


O 


O 


to 


C/] 


1^ 


i-i 


v 


0) 


>-. 


t>> 


rt 


c« 



Ph PU 



es £ 



55 






XJ |« 




CO 



« ^ 



a ,& 




s 


s 


oi 


OS 


<u 


<L) 


4-> 


-t-> 


<4-l 


<+-! 


o 


o 


c 


g 


• »-( 




oJ 


3 


-i-> 




9^ 


a. 


rt 


oJ 


U 


U 





< CQ 



<! 








C3 




c9 ]j:i 





JD (d 





B 




a 




0) 




■4-> 




bO 




C 




..-( 




en 


c 


O 


c4 


O, 


(l> 


cu 


■M 


o 


V 


(U 


g 


rC 


o 


+-" 


*t-i 


MH 


o 


o 


(0 


«1 


>H 


l-l 


0) 


4) 


>. 


>, 


a 


rt 



Ph Ph 




d 




es ,Q 



50 



«fi C9 



«fi C9 



1& C9 



JQ 9i 




CO 



CO ^ 



d £ 



« .D 



d £ 



ffS A 



a 


g 


cd 


frt 


(U 


<i) 


'*' 


•♦-» 


«M 


«M 


o 


O 


c 


c 






rt 


<t 






^ 


a, 


a 


rt 


U 


U 



< CQ 



ro i& CO 

d 



eS £ 



d JD 



CO jb 



.fi es 



JD CO 






a> 

■4-» 

.s 

c^ &< 
<t) &I 

O +3 



OS j5 



C8 A 



57 

by being tossed up between the two opposing centre 
players, at least one of whom must touch it before 
any of the other players are allowed to. Both hands 
on a ball are necessary to secure it. In case of doubt 
as to which player first put both hands upon it, the 
ball should be tossed up again in the centre. The 
game may consist of two halves of from ten to thirty 
minutes each, and the team scoring the greater num- 
ber of points wins. In the second half the players 
should reverse their positions, so that all those pre- 
viously standing in the circles shall then be outside 
and vice versa. 

The following are fouls : running with, kicking, or 
handing the ball ; snatching or batting the ball from 
the opponent's hands ; holding the ball more than 
three seconds ; bouncing the ball more than three 
times in succession ; unnecessary roughness. It is 
also a foul if either the defenders or the centre play- 
ers step with even one foot inside the circles or if a 
home steps with both feet outside his circle. In case 
a home jumps to catch a ball and lands on one foot 
outside, it is not a foul if, without stirring the foot on 
which he stands, he can and does replace his other 
foot inside his circle. 

When a foul has been made on one side, the ball 
goes to the other side ; and one of the homes of that 
side has a free chance to throw to his captain, the 
captain's opponent being allowed to prevent the catch 
if possible, but no one being allowed to guard the 
thrower. 



58 

If the game is played by more than fourteen, more 
circles may be used or more free men may play in 
the centre field. Diagram No. 2 suggests a possible 
arrangement. The rules for the game remain the 
same. 

When the class is large and the time is limited, 
the game may be played according to diagram No. 3. 
The field is divided by a centre line, which the play- 
ers cannot cross. None of the players have circles 
but the captains. The rest stand in what is approxi- 
mately a large ring. Half of them act as homes, and 
the other half as guards. 



49. BALL AND BASES* 

Grade : Grammar, High. 
No. of Players ; 6 to 20. 
Apparatus; Ball. 

A place is marked for home plate, and three other 
bases are marked to complete the diamond, as in 
base-ball. Sides A and B are chosen. No. i of side 
A is the batter, and stands on the home plate. No. 
I of side B is pitcher, and stands not less than five 
places from him. The pitcher tosses the ball to the 
batter, who strikes it with his hand as far as possible 
in any direction, and runs to the first base, and then 
to the second and the third bases, and to the home 
plate, or so far as he can, before the pitcher has 
picked up the ball, and, holding it in his hand, has 
touched the home plate with it. The batter scores 



59 

as many points for his side as he has run bases before 
the home plate is touched. If the pitcher catches 
the ball on the fly, the batter is out. If the runner 
reaches the third base before the ball is returned to 
the home plate, he may remain there, and try for the 
home plate when the next batter of his side strikes 
the ball ; and, if he reaches it then, he scores four 
for his side. Touching all the bases on one run is 
called a home run, and counts five. After a play has 
been made. No. 2 of side A takes his place at the 
home plate, and No. 2 of side B is pitcher. When 
all the A's have batted and all the B's have pitched, 
an inning has been played. The B's then come to 
the bat, and the A's pitch. Any even number of 
innings constitutes a game. 



50. BOSTON BALL. 

Grade: High. 

No. of Players: 18. 

Apparatus : Indoor base-ball. 

Sides are chosen, called A and B. A is in the 
field ; and B has the first inning, or chance of scoring. 
B I stands on the home plate as first batter. The 
pitcher holds the ball, and, standing within the 
pitcher's box, tosses the ball to the batter, who 
catches it. The object of the batter is to throw the 
ball, either bowling it on the floor or throwing it no 
higher than the pitcher's head, across line FF. While 
he throws, he keeps at least one foot on the home 



6o 



plate. If he succeeds in his throw, the ball is fair ; 
and he must try to reach the first base before the 
first baseman catches the ball, which may be thrown 

A2 



© 

Home PtaM. 



)M Haae. 



A6 



A 1 

Phriicr'j Hos. 



A7 



jd Sue 

-0 



A I. Hitcher. A6. Left In fielder. 

A2. Catcher. A7. Rijfht infielder. 

A J. First twwnun. A 8. Left mil «cldcr. 

A 4. Second bastmjn. Aft. Right outfidiler. 

A3. TliinJ baseman. 



AS '<iB»» A 9 



to the first baseman by any player in the field. If 
the first baseman has the ball in his hand and his foot 
on the base before the batter, or, as he is now called, 
the runner, reaches first base, the runner is out. But, 



6i 



if the runner is not so put out, having reached the 
first base, he may immediately continue his course to 
second base and to third base and to the home plate, 
unless he is put out by being touched with the ball 
by an opponent when he is between bases, or unless 
the ball is out of play as the result of having been 
returned to the pitcher in his box. The first batter 
having reached the first base or any succeeding base 
or having been put out, the second batter takes his 
place at the home plate, and follows the same course 
as the first batter. Each runner who reaches the 
home plate scores one for his side. Players B con- 
tinue to bat in succession until three have been put 
out. Then half an inning is ended, and the sides 
change, A coming to the bat and having a chance to 
score. 

When the pitcher prevents the batter's ball from 
crossing line FF, a strike is recorded against the batter; 
and, when three strikes have been made, the batter 
must run, and is entitled to the first base if he reaches 
it before the first baseman catches the ball. It is to 
be noted, however, that no player but the pitcher is 
allowed to prevent the ball from crossing FF after it 
has entered the box. 

The batter makes a foul when he throws the ball 
across the line running between first and third bases, 
but outside of points FF or if he throws the ball across 
line FF above the height of the pitcher's head. Four 
fouls put the batter out. 

If the ball does not cross the line from first to third 



62 



bases, it must, unless it is a strike, be played over 
again. If the ball is caught on the fly, the batter is 
out. 

The ball is in play as soon as it leaves the batter's 
hands, except in case of a foul. After the ball has 
been put in play, it remains in play until it is in the 
pitcher's hand and he is in his box. 

If the first batter is left on first base when the 
second batter throws a fair ball or when he has made 
his third strike, the first batter must reach second 
base before he is put out. Under these circum- 
stances, he is forced ; and, to put him out, it is only 
necessary for some one of the opposing team to reach 
the base with the ball before he reaches the base. 
Touching the base with any part of the body en- 
titles a player to a base. 

A runner is forced from first base when the batter 
throws a fair ball or makes three strikes ; he is forced 
from second base when first base is occupied by a 
runner and the batter throws a fair ball or makes 
three strikes ; and he is forced from third base when 
first and second bases are occupied and the batter 
throws a fair ball or makes three strikes. 

The object of a runner being to reach the home 
plate as soon as possible, he must run to the next 
base and on to the home plate after the ball has been 
put in play, if he can do so without being put out. 

A runner who is between bases when the ball is 
out of play because it has been caught and is held by 
the pitcher in his box, must return to the base he has 
just left. 



^3 

If a batter's ball is caught on the fly and any man 
on base has run to the next base, he is put out with- 
out being tagged if the baseman standing on the base 
which the runner has just left catches the ball before 
the runner can return. 

The fielders are supposed to cover certain unde- 
fined portions of the field. If an outfielder has the 
ball, an infielder should be ready to catch the ball 
from him and pass it on to a baseman. The catcher 
acts as baseman at the home plate. 

Any number of innings previously agreed upon con- 
stitutes a game, and the side which has made the 
greater number of runs wins. 



NOTE: RULES FOR OTHER GAMES. 

Certain games have been excluded from this book 
because the rules for playing them are already in 
print and easily accessible. Reference to these 
games may be made as follows : — 

Fist Ball : Rules by Ernst Hermann, Foxboro, 
Mass. 

Wicket Polo, or Pin Hockey : Keith's Official 
Guide, published by the H. A. & W. C. Keith Com- 
pany, Brockton and Providence. 

Newcomb : Rules by Clara Baer, published by 
Treidenke Publishing Company, Milwaukee, Wis. 



64 

All other " Athletic Games and Sports," including 
Basket Ball for Women, Tether Ball, Squash Ball, 
and Field Hockey (rules by Constance Applebee), 
may be found in Spalding's Athletic Library, i6 
Park Place, New York City. 



RUNNING GAMES. 



67 



5U *I SAW. 

Grade ; Primary, Lower Grammar. 
No. of Players: lo to 60. 

The children stand in the aisles of the school-room. 
The teacher asks the leader of the first file, " What 
did you see ? " The leader makes an answer that 
includes the mention of some physical action which 
he and his file can imitate. He says, for instance, 
*' I saw a horse trotting down the street "; and then, 
followed by his file, he trots round the room, and 
back to place. The teacher asks the question of the 
leaders of the other files in turn, and the game is 
each time repeated. The answers should be of as 
great variety and originality as possible. The follow- 
ing are suggested : — 

" I saw a butterfly flying over the flower bed." 
" I saw a man walking up the street, playing a 
trombone." 

" I saw a boy running." 

"I saw a drum-major leading a band." 

"I saw a bird flying." 

" I saw a lame chicken hopping." 

" I saw a man sowing wheat." 



52. *DROP THE HANDKERCHIEF. 

Grade: All. 

No. of Players: 10 to 30. 

Apparatus : Handkerchief. 



68 



One player, A, is chosen to be "it." The other 
players stand in a ring. A runs outside of the ring, 
drops the handkerchief behind some player, B, and 
runs on. When B discovers the handkerchief, he 
picks it up, runs after A, and tries to tag him. If A 
reaches B's place in the circle without being tagged, 
B becomes "it." But, if B tags A, B returns to his 
place, and A is "it" again. If B does not discover 
the handkerchief until A has passed completely round 
the ring, picked up the handkerchief, and tagged B, 
B is out of the game, and must stand in the centre 
of the ring. A, in that case, remains " it." If the 
number of players is small, B may pay a forfeit in- 
stead of going out of the game. 



53- *HERR SLAP JACK. 

Grade: All. 

No. of Players : lo to 30. 

One player is chosen to be "it," and the other 
players form a circle. The one who is " it " runs out- 
side the circle, taps some one on the back, and contin- 
ues to run in the same direction as before. The one 
who has been touched immediately runs in the oppo- 
site direction. When the two meet, they make each 
other a deep curtesy, and then, passing each other, 
try to gain the vacant place 'in the circle. The one 
who reaches the place first remains there, and the 
other is " it." In making the curtesy, the heels must 



69 

be brought together again before the player can go on 
running. Other movements may be taken instead of 
the curtesy, especially gymnastic movements. The 
players may also shake hands three times, clapping 
hands each time between, or they may do anything 
else that the ingenuity of the teacher may suggest. 

With very little children it is advisable to have the 
game as simple as possible, omitting the bow, and 
having them merely pass each other to the right. 



54. *CAT AND MICE. 

Grade : Primary, Lower Grammar. 
No. of Players : 6 to 6o. 

One player is chosen to be " cat," and five or more 
of the other players are the mice. The cat hides be- 
hind something, as, for instance, behind the teacher's 
desk. Then the mice steal softly from their places to 
the front of the room, where on the desk, or any other 
furniture, they make a little nibbling sound. The cat, 
on hearing this, springs out from her hiding-place, and 
tags lightly as many of the mice as possible. But the 
mice scatter, and try to run back to their seats, where 
they are safe. Another group of mice then creep for- 
ward. The same player may continue to be cat, or, if 
the chase has been long and hard, a new cat may be 
chosen. The mice who are caught stand in some des- 
ignated place until all the players have had a turn. 
The swift, quiet running and the characteristic move- 
ments of cats and mice should be imitated throughout 
the game. 



^o 



55- GOING TO JERUSALEM* 

Grade : Upper Primary, Grammar, High. 
No. of Players: lo to 60. 

Apparatus : Chairs or stools, one less than the number 
of players ; music, if it is desired. 

The chairs are placed in a line, facing alternately 
right and left. A march is played, and those that are 
in the game either march or run round the line of 
chairs. Suddenly the music stops, and the players all 
try to seat themselves. The one who fails to get a 
seat takes one of the end chairs away from the line, 
and goes out of the game. In this way the game con- 
tinues until only one player is left, who is the winner. 

Variations: *Goin8f to Jerusalem in School-room* 

The game may be played in the school-room by 
marking certain desks at which the children may sit, 
and by rubbing out a mark each time they seat them- 
selves, until there is only one marked desk and one 
player left. 

The game may also be played by having the players 
pass round outside the desks, and at a given signal try 
to find seats in the outside rows of chairs. Those 
who do not succeed stand close to the wall when the 
march begins again, but may try for seats with the 
rest at the next signal, so that no one is permanently 
out of the game. 

Goin^f to Jerusalem in Gymnasium* Stools one less 
than the number of players are placed in a circle, and 



an extra stool is put in the centre. The player who 
is *' it " stands on this stool while the other players 
march round outside the ring. At a given signal all 
the players try to seat themselves on the stools in the 
circle. The one who is left without a seat is " it," 
and stands on the centre stool, while the players 
march again. 

^. =^ STEPS* 
Grade: All. 

No. of Players: lo to 25. 
Apparatus : Object for goal. 

The players are drawn up in line, each one equally 
distant from the goal, which is some such object as a 
wall or a line marked on the floor. One player is 
chosen to be " it," and stands in front of the others, 
facing them. He closes his eyes and counts ten 
aloud, then instantly opens his eyes. While his eyes 
are closed, the other players may run, walk, or move 
toward the goal in any way ; but, before his eyes are 
open, they must stop. All whom he sees moving he 
may send back to the starting-line. The players win 
in the order in which they reach the goal ; or, if it is 
preferred, the first player who reaches the goal is 
" it " in the next game. 

Variation : Strike the Gongf* 

Apparatus : Jumping standard ; Gong ; Whistle. 

A line is drawn across one end of the room, and at 
the other end the gong is hung on the jumping stand- 



72 

ard. One player is chosen to be " it," and stands in 
the middle of the room. The other players stand on 
the line, and both they and the one who is " it " face 
toward the gong. Without turning his head, the one 
who is "it" blows his whistle. So long as he con- 
tinues blowing, the other players move rapidly toward 
the gong. When he stops, he turns suddenly, and 
they all stand still. Any one whom he sees moving 
he sends back to the starting-line. He then faces 
the gong, moves forward, if necessary, to keep his po- 
sition in front of the others, and blows the whistle 
again. He may at any time deceive the other 
players by pretending he is going to blow the whistle, 
and then not blowing it, but turning suddenly. If he 
does blow it, however, he must keep his face turned 
toward the gong. The object of each player is to 
steal up and strike the gong. When all have struck 
it or when the time limit is expired, the game ends. 
The first who struck it is " it " in the next game. 

* Call Tag* One player, A, is chosen to be " it," 
and the others form a file. A turns his back, and 
counts aloud to ten. As soon as he begins to count, 
the players in the file walk forward ; but, when he 
calls " Ten," they stop instantly, in whatever position 
they may be. Then A turns rapidly, and calls to any 
one who is moving. If it is B, for instance, he calls, 
" Tag B ! " B then changes places with him, and 
becomes ** it." But if A forgets to say " Tag ! " be- 
fore B's name, B calls " Forfeit I " and remains in the 



73 

file. A must then turn his back, and count again. 
He must do the same, also, if he fails to see any one 
moving when he turns. Rapid counting will increase 
the difficulty of the game for those who are in the 
file. 

The game may also be played by dividing the 
players into several files, and appointing for each file 
a monitor who stands at the head of the file, and a 
little to the right of it. At a signal from the teacher 
the file marches forward, and continues to march 
until the teacher calls " Halt ! " Then the mon- 
itors turn suddenly and tag, as in the other form of 
the game. 

The game may be further varied by substituting 
for the simple march a march with hands in rest po- 
sition and heels raised. 



57. BLIND MAN'S BUFF. 

Grade : Upper Primary, Grammar, High. 
No. of Players: lo to 60. 
Apparatus ; Handkerchief. 

One player is blindfolded, and turned about three 
times in the centre of the room. He then tries to 
catch one of the other players. When he has suc- 
ceeded, he must guess whom he has caught. If he 
guesses correctly, the player who has been caught is 
blindfolded. If he does not guess correctly, he must 
catch another player. 



74 



58- STILL POND* 

Grade : Upper Primary, Grammar, High. 
No. of Players; lo to 60. 
Apparatus: Handkerchief. 

One player is blindfolded, and stands in the centre 
of the room. The other players move round until 
the blindfolded player counts ten aloud, and calls, 
"Still pond, no more moving; and I'll give you seven 
steps." He is not obliged to give seven steps, but' 
may give more or less as he chooses. The players 
are allowed to take the steps he has given in any 
direction and at any time to avoid being caught ; but, 
when they have taken the given number, they must 
stand still. When the blindfolded player has caught 
one of the others, he must guess whom he has caught. 
When he has succeeded, the player whose name he 
has guessed changes places with him. 



59. FEIENCH BLIND MAN'S BUFF. 

Grade : Grammar, High. 
No. of Players: 10 to 30. 
Apparatus : Handkerchief. 

All the players are numbered, and one player is 
blindfolded. The others, standing some distance 
apart, form a ring about him. The one in the centre 
calls out two of their numbers, and the players having 
these numbers change places at once. While they 



75 

are changing, the centre player tries to catch one 
of them. If he succeeds, he takes the place of the 
player he has caught; and that player goes in the 
centre, and is blindfolded in his turn. 



60. *FEIENCH BLIND MAN'S BUFF IN 
SCHOOL-ROOM* 

Grade : All. 

No. of Players: lo to 60. 

Apparatus ; Handkerchief. 

One player is blindfolded, and stands in front of 
the class. The others are seated at their desks. All 
of the players are numbered. The one who is blind- 
folded calls two of their numbers ; and the players 
whose numbers have been called stand up imme- 
diately, and answer, " Here I " Two more numbers 
are called, and the players so designated do the same 
as the first two did. The one who is blindfolded 
then calls out, "Go! " At once the players who are 
standing change places according to the order in 
which they were called, the first two changing with 
each other, and the second two with each other. 
As they change, they pass down the aisles, and cross 
in front of the class, so that the one that is blind- 
folded may have a chance to catch one of them. If 
he succeeds, the one who has been caught changes 
places with him. 



76 



6U * BLIND MAN'S BUFF WITH A WAND* 

Grade : Upper Primary, Grammar, High. 
No. of Players: lo to 30. 
Apparatus : Handkerchief ; cane. 

One player is blindfolded, and given the cane. The 
other players join hands, and dance round him until 
he taps three times. Immediately the other players 
stop. The blindfolded player points with the cane at 
some one in the ring. The one at whom he points 
must take the end of the cane, and, holding it, must 
answer any three questions the blindfolded player 
may choose to ask. The player who answers may, 
however, disguise his voice. If the blindfolded player 
succeeds in guessing who is speaking, the two players 
change places. 

Variation : Animal Blind Man's Buff* Instead of 
asking questions, the blind man tells the player to imi- 
tate some animal. This the player attempts to do. 
If the blind man says, for instance, " Imitate a dog I " 
the player responds with " Bow-wow I " 



62. *MAILMAN. 

Grade : Grammar, High. 
No. of Players : 10 to 30. 

Each player names himself after a post-office. One 
player is mail man, and stands in the centre. The 



77 

rest form a ring round him. The mail man calls 
out the names of two of the post-offices, and the 
players having these names change places at once, 
while the mail man tries to anticipate one of them and 
secure the vacant place for himself. Whoever is left 
without a place become the next mail man. Players 
who do not run as soon as their names are called may 
be required to pay a forfeit. 



63. *TAa 

Grade: All. 

No. of Players : 6 to 6o. 

One player is chosen to be " it.** He chases the 
other players, and tries to tag one of them. If he 
succeeds, the one who has been tagged becomes " it." 

Variations: * Secret Tag:» This game is played 
without telling who is "it." All the players pretend 
to tag; but any player who is not "it" whispers to 
the one whom he tags, " I am not * it,' " while the one 
who is " it " must say, " I am * it. 



> i} 



* Stoop Tag;. In this game no player may be tagged 
while he is in a stooping position. If it is wished, 
the number of times that a player may be allowed to 
stoop may be limited at the beginning of the game. 
After a player has stooped the allotted number of 
times, he can escape only by running. A further va- 
riation may be made by substituting for the stooping 
the taking of any gymnastic position. 



78 

Cross Tagf. If any player runs between the one 
who is " it " and the one who is pursued, the latter 
cannot be tagged ; but the one who has crossed be- 
tween must be chased instead. This brings co-opera- 
tion into the game. 

Iron Tagf^ A player may not be tagged when he is 
touching iron with his hand. The game may be 
varied by substituting wood or stone for iron, or by 
requiring that the object be touched in some special 
way, as, for instance, with the elbow or the foot or 
with four fingers at once. 

^Japanese Ta^* The one who has been tagged 
must place his right hand on the spot where he has 
been touched, whether it is on his arm, his chest, his 
back, or his ankle ; and in the position that results he 
must chase the other players until he has tagged one 
of them. 

*Qasp Tag. The one who is "it" clasps his 
hands behind his back, and keeps them there until he 
has' tagged one of the other players with them. 

Eenic, Weenie, Coxie, Wanic. The one who is 

"it" clasps his hands in front of him, repeats the 
words "Eenie, Weenie, Coxie, Wanie," and then 
begins to chase the other players. He can tag only 
with his clasped hands. The first player whom he 
tags he takes as his partner. With his right hand 



79 

he clasps his partner's left hand, they repeat the 
words " Eenie, Weenie, Coxie, Wanie," and then chase 
the other players, and tag as many as possible with 
their clasped hands. Every player who is once tagged 
remains " it " for the rest of the game. After being 
tagged, the player must stand still and repeat the re- 
quired words before he begins to pursue the other 
players. If he did not become a partner, he must 
catch a partner for himself. 

Line Ta^» The players stand in three or more lines, 
near enough together to join hands, whether they are 
facing to the front or to the side. At the beginning 
of the game they all face in one direction. Then, by 
joining hands, they make aisles between the lines. 
The first player in the first line runs, tags some one 
on the back, and continues to run here and there be- 
tween the lines and round the class. The one who 
has been tagged pursues. Suddenly the teacher calls, 
"Right face!" or "Left face I" All the players 
then drop hands, face in the new direction, and join 
hands again. This makes the aisles run at right 
angles with the aisles previously formed, and the 
runners must change their course accordingly. The 
chase continues until the first player has been tagged 
or the time limit has expired. Then two more players 
take their places. The direction of the aisles should 
be changed frequently and rapidly. 



8o 



64:. * SCHOOL-ROOM TAG. 

Grade : Primary, Grammar, High. 
No. of Players: lo to 60. 

A chalk circle is drawn in the front of the room to 
serve as goal. One player is chosen to be " it," and 
stands ten feet from the goal. The other players sit 
at their desks. The one who is "it" calls the name 
of some player. Thereupon the one whose name has 
been called tries to run, pass through the goal, and 
return to his seat without being tagged. The one 
who is "it" also passes through the goal, and then 
pursues the runner. If he succeeds in tagging him, 
he calls another name. If he does not, the player 
who has escaped becomes " it." 



65. * EXCHANGE TAG. 

Grade : Primary, Grammar. 
No. of Players: 10 to 60. 

Two children are chosen as sheriffs, and stand in 
front of the room. The other players are seated. 
Two of those who are seated signal to each other 
to exchange seats. As they run to do so, the sheriffs 
try to catch them. Whoever is caught is a prisoner, 
and sits upon the platform. Any number of players 
may exchange seats at the same time ; but no one, 
even to escape being caught, may take any seat ex- 
cept the one for which he signalled. 



8i 



66. *TAG THE WALL RELAY RACE. 

Grade : Primary, Grammar. 
No. of Players: lo to 60. 

The pupils are seated so as to have the same num- 
ber of players in each row. Then the teacher gives 
the signal, " Ready, run ! " and the players who oc- 
cupy the front seats in the rows rise and run forward. 
Each player touches the wall directly in front of his 
aisle, and immediately returns to his place. The first 
to seat himself wins. The teacher then commands, 
" Next row, run ! " and the children in the second row 
across the school-room run forward. The game con- 
tinues until all the children have had a turn. In all 
but the lowest grades the interest is increased by 
keeping a score for each row. 

After a time the game may be played to the end 
with no pause after the teacher has given his first 
command. The signal for the running of each child 
is then the return of the child in front of him, but no 
child may leave his place until the one in front of him 
is seated. Accidents will occur if this rule is not 
strictly enforced. The row that completes the run- 
ning first wins the game. 



67. * RELAY FLAG RACE. 

Grade : Primary, Grammar, High. 
No. of Players: 10 to 60. 

Apparatus: United States flag; State flag for each 
row. 



82 

A long chalk line is drawn across the school-room 
in front of the desks. The children are seated in 
files, which have each the same number of players ; 
and a State flag is given to the first child in each file. 
The child takes the flag to the back of the room, and 
stands opposite his aisle, with his foot touching the 
wall. At the signal, " Start 1 " he runs down his aisle 
to the chalk line, makes an about-face, and runs back 
to his starting-point. There he is met by the second 
child in his file, who takes the flag as quickly as pos- 
sible, and runs with it as the first runner did. This 
continues until every child in the file has run. The 
file which finishes first receives the United States 
flag, and keeps it until some other file wins it 
away. 

The race may be varied by having the children 
jump between desks of adjacent rows, by having 
them hop down the aisle on the right foot and hop 
back on the left, or by having them stop between 
desks or chairs to perform definite tasks, such as 
picking up and replacing beans or stones or perform- 
ing some gymnastic exercise. 



68- * TOMMY TIDDLER'S GROUND. 

Grade : Primary, Grammar. 
No. of Players : lo to 6o. 

A line is drawn dividing the floor into two parts. 
One player is chosen to be Tommy Tiddler, and 
stands alone on his side of the line. The other 



83 

players venture across the line, saying, as they do so, 
** I am on Tommy Tiddler's ground, picking up gold 
and silver." While they are there. Tommy Tiddler 
tries to tag them ; but this is difficult because, when- 
ever they wish, they may run back to their own side, 
where they are safe. When Tommy Tiddler suc- 
ceeds, the one who has been tagged changes places 
with him. 

Sometimes the words, " Old Man, I'm on your 
Castle," are used by the players when they cross the 
line. Then the game is known as " Old Man, I'm on 
your Castle," and not as " Tommy Tiddler's Ground." 



69. STONE. 

Grade: Grammar. 

No. of Players: lo to 60. 

Two goals are marked off, one at each end of the 
room ; and a large circle is drawn half-way between 
them. One of the players represents the stone, and 
sits on the floor in the centre of the circle. The 
other players dance round on the chalk ring until the 
stone jumps up. The players then run toward either 
goal, while the stone tries to tag as many as possible 
before they reach the goals. All who have been 
tagged become stones, and go back and sit with the 
first stone near the centre of the circle. The players 
again dance round until the first stone gives a signal. 
Then all the stones jump up. The other players run 
for the goals, and the stones chase them and tag as 



84 

many as they can. The game continues with an in- 
creasing number of stones each time the ring is 
formed, until at length no one is left in the ring. If 
it is wished to make the game more difficult, the 
players within the circle, instead of sitting down, may 
lie at full length. 

70. *THE BELLED CAT, 

Grade: Grammar, High. 
No. of Players: i6 to 30. 
Apparatus: Bell. 

A bell is hung round the neck of one player, who 
is called the cat. Two other players are blindfolded. 
The rest form a ring, inside which the two blindfolded 
players chase the cat. The one who succeeds in 
catching him becomes himself cat, wears the bell, 
and chooses some one from the ring to be the second 
blindfolded player. The former cat goes back into 
the ring. 

7U * JACOB AND RACHEL. 

Grade : Upper Primary, Grammar, High. 
No. of Players : 16 to 30. 
Apparatus : Handkerchief. 

One player is chosen to be Jacob, another to be 
Rachel : the others join hands and form a ring. Jacob 
is blindfolded, and chases Rachel round inside the 
ring. Whenever he chooses, he may call, "Where 
art thou, Rachel ? " and she must answer him, " Here 



85 

am I, Jacob." When she is caught, she chooses a 
new Jacob from the ring. The old Jacob takes the 
place thus vacated in the ring, while Rachel is blind- 
folded, and chases the new Jacob, as she herself has 
been chased by the old Jacob. When she calls, 
" Where art thou, Jacob ? " he must answer, " Here 
am I, Rachel " ; and, when he is caught, he chooses a 
new Rachel. The game may be continued indefinitely. 
When the number of players is large, two Jacobs and 
two Rachels may be in the ring at once ; but each 
Jacob must catch his own Rachel. Time should be 
called when the chase is too long continued. 



72. ^CAT AND RAT. 

Grade : Primary, Grammar. 
No. of Players: lo to 30. 

One player is chosen to be the cat and one to be 
the rat. The other players join hands and form a 
ring, with the cat on the outside and the rat in the 
centre. The cat tries to catch the rat. The players 
favor the rat, and allow him to run in and out of the 
circle under their clasped hands ; but they try to pre- 
vent the cat from following him by lowering or rais- 
ing their hands, whichever is necessary. When the 
rat is caught, he joins the circle ; and the cat becomes 
rat, and chooses a new cat from the players. Some- 
times, however, it is advisable to choose a new cat as 
well as a new rat each time that the rat is caught. 
When there are a large number of players, three cats 



86 



may be chosen to chase three rats. In this case the 
cats are distinguished by handkerchiefs tied on their 
arms. 



73- HILL DILL* 

Grade: All. 

No. of Players: lo to 60. 

Two parallel lines are drawn near the centre of the 
room, from ten to fifteen feet apart. One player 
stands between them, and calls, — 

« Hill Dill, 
Come over the hill. 
Or else I'll catch you 
Standing stilL " 

The other players then run across the space be- 
tween the lines. While they are crossing, they may 
be tagged. All those that are tagged join the player 
between the lines, and at once begin helping him. 
The game continues until every one has been tagged. 



74* LAME FOX AND CHICKENS- 

Grade : Upper Primary, Grammar. 
No. of Players: 16 to 60. 

A den is marked off for the fox at one end of the 
room, and a house for the chickens at the other end. 
One player is chosen to be the fox, and takes his 
place in the den. The other players are the chickens, 
and stand in the house. At a given signal all the 



87 

chickens run out ; and the fox, hopping on one foot, 
chases them, and catches as many as he can. Those 
that are caught become foxes, and go to the den. 
A second signal is given : the chickens return to the 
house, and the original fox, who has up to this time 
been chasing them, joins the other foxes in the den. 
At the next signal all the foxes hop out to chase the 
chickens, and each fox catches as many chickens as 
possible. So the game continues until all the 
chickens are caught. While a fox is out of the den, 
he may change from one foot to the other, but may 
not touch both feet to the floor at the same time. If 
he does, the chickens drive him back to the den with 
their handkerchiefs ; and he may not come out again 
until the next signal for a general sally. Both 
chickens and foxes may return to their homes at any 
time to rest. 



75- * SCULPTOR- 

Grade : Upper Primary, Grammar, High. 
No. of Players : lo to 60. 

One player is chosen to be sculptor. He selects 
his own assistants. Then, with their help, he names 
all the other players after well-known statues, and 
shows each player how to take the position of the 
statue that he is to represent. The sculptor, if he 
wishes, may also arrange several players in a group ; 
or, when the number of players is large, he may have 
five or six players take the same position. After all 



88 



the players have been named and instructed, they 
form a ring, and dance round until the sculptor calls, 
"The sculptor is at home," and counts to twenty. 
Each player must fall into the position given him be- 
fore the sculptor finishes counting. Whoever fails 
must pay a forfeit. The positions must be held until 
the sculptor cries, "The sculptor is not at home." 
Then the players all dance again in a circle. The 
game may be made more difficult by requiring each 
player to have as a pedestal some particular spot 
where he must take his position. Very young children 
may be asked to take any simple gymnastic position 
instead of that of a statue, or they may imitate statues 
of animals that the sculptor is supposed to have made. 
Slightly older players may take balance positions, 
which are more difficult. 



76. TWELVE O'CLOCK AT NIGHT. 

Grade : Primary, Grammar. 
No. of Players : 6 to 6o. 

A den is marked off for the fox in one corner, and 
a farm-yard for the chickens in another. One player 
is fox, and stands in his den. Another player is the 
hen, and all the rest are her chickens. The hen 
walks up to the fox's den with the chickens behind 
her, each chicken clasping the waist of the player in 
front. The hen says, " If you please, Mr. Fox, could 
you tell me what o'clock it is.?" If he replies by 
naming one o'clock, or two, or any hour except mid- 



89 

night, she may go away in safety, and return later 
with the same question. But when he says, " Twelve 
o'clock at night," she and her chickens must run ; for 
then he will try to catch one of them. The chickens 
are not obliged to keep in line after they have started 
for the farm-yard, but may scatter at once. If one of 
them is caught before he reaches the yard, he be- 
comes the fox. If no chicken is caught, the game is 
repeated with the same fox. 



11. VIS-A-VIS. 

Grade : Grammar, High. 
No. of Players : 20 to 60. 

One player is chosen to be "it." The other players 
stand in couples about the room, and obey the orders 
of the one who is "it." When he calls, "Face to 
face 1 " the two in each couple face each other. 
When he calls, " Back to back ! " they turn their 
backs on each other. Finally, when he calls, "Vis-a- 
vis ! " they change partners. Then the one who is 
"it" tries to secure a partner for himself. The 
player who is left alone is "it" in the next game. 



78. SAVE YOURSELF IF YOU CAN. 

Grade : Primary, Grammar. 
No. of Players : 10 to 60. 

One player is chosen to be story-teller. The other 
players form in a semicircle or in a straight line with 



90 

the story-teller in front of them. First some distant 
object is decided upon as a goal, and then some ac- 
tion, such as stamping or knocking or clapping hands, 
is agreed upon. The story-teller next tells a story in 
which occur the words, " Save yourself if you can ! " 
As soon as they are pronounced, all the players run 
to the goal, perform the action previously agreed 
upon three times, and return to their former places. 
The last to get back is the next story-teller. Who- 
ever neglects to perform the action at the goal three 
times is shut out from the game. 



79. PUSS IN THE CORNER* 

Grade: All. 

No. of Players: lo to 30. 

Apparatus: Goals, one less than the number of 
players. 

One player is chosen to be puss ; the other players 
stand at the goals. The puss walks from one to the 
other, saying, " Poor puss wants a corner." The reply 
is always, "Go to my next neighbor." Meanwhile 
the other players change places whenever they see an 
opportunity. The puss tries to secure one of the 
vacant goals. If he succeeds, the person left without 
a goal becomes the puss. 

Variation: Ball Puss. The centre player has a 
soft ball, and, instead of getting a corner himself, tries 



91 

to hit one of the other players when places are being 
changed. If he succeeds, the one who has been hit 
must be the centre player. 



80* * GARDEN SCAMR 

Grade: Grammar. 

No. of Players : lo to 30. 

One player is chosen to be gardener, another to be 
scamp. The other players clasp hands and form a 
ring, inside which the gardener and the scamp carry 
on the following conversation : — 

Gardener. " What are you doing in my patch ? " 
Scamp. " Eating berries." 
Gardener. " Who let you in ? " 
Scamp. " No one." 

When the scamp has said " No one," he begins to 
run in and out of the circle, passing among the 
players wherever he chooses. The gardener follows 
in his path, while the other players hold up their 
arms to let both gardener and scamp go through. If 
the gardener catches the scamp, the scamp becomes 
gardener, and chooses a new scamp from the ring. If 
the gardener fails to follow the scamp exactly, the 
gardener joins the ring; and the scamp chooses a 
new gardener. If it is wished, the gardener may be 
required to follow, not only the path of the scamp, but 
also his motions. 



92 



ZU *HAVE YOU SEEN MY SHEEP? 

Grade : Primary, Grammar. 
No. of Players : lo to 30. 

A ring is formed. One player walks round the 
outside, touches some one on the back, and asks, 
" Have you seen my sheep } " The one who has 
been touched replies, " How was he dressed .? " The 
player on the outside then describes the dress of some 
third player ; and this third player, as soon as he rec- 
ognizes the description, tries to run round the circle 
and reach his own place again before the player on 
the outside can tag him. If he is tagged, he takes 
the place of the one outside. 



% 



82* * CROSSING THE BROOK* 

Grade : Primary, Lower Grammar. 
No. of Players : 4 to 60. 

A space representing a brook is marked on the 
floor. The children run in turn, and try to jump 
across it. Those who do not jump far enough wet 
their feet, and have to go home to get dry stockings. 
So they stand aside. The successful jumpers recross 
the brook with a standing jump. Those who fail in 
this go home, as did those who failed in the first 
jump. The remaining players jump again, and so on 
until only one is left who is dry-shod. If it is de- 
sired, every jump may be increased in length and dif- 
ficulty. 



93 



83- * BIRDS. 

Grade : Primary, Grammar. 
No. of Players : lo to 60. 

The two corners in the front of the school-room 
are marked off, one as the cage and the other as the 
nest. One player is chosen to be the mother-bird, 
and two players are chosen as bird-catchers. The 
mother-bird stands in the nest, and the bird-catchers 
stand half-way between the nest and the cage. The 
other players sit at their desks, and in groups of four 
or five are named after various birds. Then the 
teacher calls the name of one of the birds. The 
players who have received that name run to the back 
of the room, then turn, and run up and down aisles 
and across chairs to the nest. The bird-catchers can- 
not begin the chase until the birds have reached the 
back of the room. The birds that are caught by the 
bird-catchers before they cross the line of the nest 
are put in the cage. When all of the first flight of 
birds are either captured or safe in the nest, the 
teacher calls the name of a second bird. Finally, 
when all the birds are flown, those in the cage are 
counted, and those in the nest. If the mother-bird 
has the larger number, she wins : if otherwise, the 
bird-catchers win. The object of the players is to 
defeat the bird-catchers. 



94 



84. CUSHION DANCE. 

Grade: All. 

No. of Players : 6 to 30. 

Apparatus : 6 cushions for every 12 or 14 players. 

The cushions are set upright in a circle on the floor, 
and the players join hands and form a ring round 
them. The circle formed by the cushions should be 
nearly as large as the ring formed by the players, and 
the cushions may be placed at a considerable distance 
apart. The players in the ring dance round; and 
each player, as he dances, tries to make his neighbors 
knock over the cushions while he avoids knocking 
over any himself. The penalty for knocking over a 
cushion or for letting go of hands is to go out of the 
game. If it is preferred, Indian clubs placed on end 
may be substituted for the cushions. 

Variation: Slow Poison. The cushions are placed 
a foot or more apart in a group, and the players join 
hands and form a ring round them. But, instead of 
dancing, each player tries to pull or push his neigh- 
bors into the centre, so as to make them knock down 
the cushions. At the same time he tries to avoid 
knocking down any himself. The penalty for knock- 
ing down a cushion or for letting go of hands to avoid 
doing so is to go out of the game. As in Cushion 
Dance, Indian clubs set on end may be substituted 
for the cushions. 



95 



85* WIDOWER, OR LAST COUPLE OUT- 

Grade : Upper Primary, Grammar, High. 
No. of Players: lo to 60. 

One player is chosen to be widower. The other 
players stand in couples behind each other. The 
widower takes his place in front of them, facing in 
the direction that they face. Without turning his 
head, he calls, "Last couple outl" The last two 
players then run one on each side of the double line, 
and try to join hands in front of it. As soon as 
the widower can see either of them without turning 
his head, he gives chase. If he tags one of them, 
he and the one whom he has tagged form a couple, 
and stand at the head of the line, which moves back 
to make room for them. The remaining player be- 
comes widower. If, on the other hand, the two run- 
ners succeed in joining hands without being tagged, 
they take their place at the head of the line ; and the 
game is repeated with the same player as widower. 

When there are a large number of players, two sets 
may be formed, facing each other. The two widowers 
call at the same time. The last couple of each line 
run to join hands, not in front of their own line, but 
at the rear of the opposite line. The widower chases 
only the players of his own line ; and the three run- 
ners return each time to the head of their line, and 
not to the other line. There are, in reality, two sep- 
arate games going on; and the only difference be- 



96 

tween this game and the one with the single set of 
players is the point where the last couple out join 
hands. Care should be taken that every player un- 
derstands this fact. 



Z6. * HURLY-BURLY BEAN BAG- 

Grade : Grammar, High. 

No. of Players: lo to 60. 

Apparatus : Bean bag for each row of seats. 

The children are seated so that all the rows have 
the same number of players in them. The bean bags 
are distributed to the players in the frort seats. At 
a given signal each child who has a bean bag throws 
it back over his head. The child immediately behind 
claps his hands after the bean bag has been thrown, 
then catches it or picks it up, and throws it back to 
the next player. So it passes up the row to the last 
child, who, immediately after catching it, stands on 
one foot, holds the other in his hand, and hops down 
the aisle to the front of the room, where he executes 
some gymnastic movement previously agreed upon. 
While he does this, each player in the row moves 
back one seat. As soon as he ends his gymnastic 
movement, he seats himself in the front seat, which 
has just been vacated, and starts the bean bag back 
as it was started at the beginning of the^game. The 
game continues until this player again occupies the 
rear seat. The row that accomplishes this first wins 
the game. 



97 

Variations may be made by having the bag caught 
with the right hand and thrown with the left or by 
having some gymnastic exercise substituted for the 
clapping of hands. 

87* * RELAY BEAN BAG RACE* 

Grade : Grammar, High. 

No. of Players : lo to 60. 

Apparatus : Bean bag for each player ; 2 baskets. 




a — basket. 

be — line of bean bags. 



C d a — line of players. 
C e f — course of runners. 



Two baskets are placed opposite each other, or two 
chalk circles about twelve inches in diameter are drawn 
on the floor. With these as a starting-point, the 
bean bags are arranged in two parallel lines, which 
have each the same number of bags in them. The 
players choose sides and form two semicircles, with 
the lines of bean bags as the diameters of the semi 



98 

circles. The leaders of the two sides stand at the 
opposite end from where the baskets are. At a given 
signal each leader runs behind his own semicircle to 
the other end of the line, and from there passes be- 
tween the two baskets, picks up the first bean bag in 
his line, and puts it in his basket. He then returns 
behind his own semicircle, and tags the player who 
stands second in line. This player runs and picks up 
the second bean bag. So the game continues. That 
side wins which first gets all the bean bags in its 
basket. 



I 



88. BEARS AND CATTLE. 

Grade: All. 

No. of Players : lo to 60. 

A goal is marked in each corner of the room on 
one side, and a third goal is marked in the middle of 
the opposite side to serve as den. One player is the 
bear and stands in the den. The other players, who 
represent cattle, divide into two groups and stand in 
the corner goals. At a given signal the cattle change 
goals, and, while they are changing, the bear tags as 
many of them as possible. All those who have been 
tagged become bears, and return with the first bear to 
his den. When the next signal is given, the bears 
form a line by joining hands, and chase the remaining 
cattle. At the ends of the line are the first bear and 
the first person whom he tagged. They are the only 
ones who have a right to tag in the new chase. If 



99 

the line is broken, the cattle come out and drive the 

bears back to their den with handkerchiefs. The last 

one of the cattle to be caught is bear in the next 

game. 

89- CATCH OF FISH. 

Grade : Grammar, High. 
No. of Players : lo to 60. 

A goal is marked off at each end of the room, 
and the players are divided into two equal groups, 
which take their positions in the two goals. The 
players in one goal join hands, and stand in line to 
form the net. The players in the other goal are the 
fish. At a given signal all the players change goals. 
The net tries to catch as many of the fish as possible 
by surrounding them. The fish can escape only 
through the opening between the ends of the net ; 
and, when the ends close together, all that are within 
are caught, and are out of the game. The fish then 
join hands and become the net. The game continues 
in this way, each group being alternately fish and net, 
until all of one side are caught. 



90* BLACK AND WHITE. 
Grade: All. 

No. of Players: 10 to 60. 

Apparatus : A disk, black on one side and white on the 
other. 

Sides are chosen, and a leader is appointed. The 
players on one side are distinguished by a handker- 



100 



chief on the arm, and are called Whites. The players 
on the other side are Blacks. Both Blacks and Whites 
scatter about the room, mingling freely. The leader 
stands in plain sight on a stool, and twirls the disk 
about. Suddenly he holds it still, with only one side 
visible. If it is the black side, all the Whites drop to 
the floor, while the Blacks try to tag them before 
they succeed in doing so. If the white side shows, 
the Blacks drop down, and the Whites try to tag. 
Those who are tagged are out of the game. If it is 
preferred, a score may be kept ; and in that case the 
side that has tagged the greatest number of players at 
the end of the game is the winning side. Any gym- 
nastic position may be substituted for the drop to the 
floor. 

9U LONDON LOO. 

Grade : Upper Primary, Grammar, High. 
No. of Players: lo to 60. 
Apparatus : Object for goal. 

The wall at the end of the room or any convenient 
object is chosen as goal. The players race to touch 
it, and the last one in is " it." He stands at the goal^ 
while the other players stand at the opposite end of 
the room. The one who is "it" calls " London 1" 
The others reply, " Loo ! " and run and try to touch 
the goal without being tagged. The one who is " it " 
tags as many as he can. When all the players have 
touched the goal or have been tagged, or when the 
time limit has expired, those who have been tagged 



lOI 

join hands to form a chain, stand by the goal, and call 
"London!" The remaining players stand at the 
opposite end of the room, call " Loo ! " in reply, and 
run as before. The end players of the chain are the 
only ones who may tag. If the chain is broken at 
any point, the two players through whose fault it 
was broken become " it," and the rest of the chain 
join the other players. The last person caught starts 
the new game. 

92. STEEPLE CHASE. 

Grade: All. 

No. of Players : 4 to 20. 

Apparatus : Jumping standard ; handkerchief. 

A goal is marked off at each end of the room, and 
the standard is placed between them, rather nearer 
one goal than the other. The handkerchief is hung 
on the top of the standard. Half the players take 
their places in one goal, and half in the other, and in 
each goal one player stands ready to run at a given 
signal. The player from the goal nearer the standard 
starts, gets the handkerchief, and tries to return to his 
^oal with it before the player running from the 
opposite side can touch him ; or, as the game may also 
be played, he tries to reach his goal before the player 
from the opposite side can reach it. If he is success- 
ful, both players stay in the nearer goal ; if he is not, 
both go to the farther one. The game is won by the 
side that brings all the players into its goal. The 



I02 



right distance for the standard from the nearer goal 
will depend on the skill of the players, and should be 
changed to suit different classes. 



93. SWEDISH FOX AND GEESK 

Grade : Grammar, High. 
No. of Players : lo to 30. 

One player is chosen to be fox, and one to be 
gander. The other players are the geese. They form 
in line, with the gander at their head. Each goose 
puts his hands on the shoulders of the goose in front,, 
and the chain thus formed is kept unbroken until the 
end of the game. The fox tries to tag the last goose 
in the line. To prevent this the gander tries to keep 
in front of the fox, so that he may not pass. This 
makes the line move in a serpentine fashion. If the 
last goose is tagged, he becomes fox, and the fox be- 
comes gander and takes his place at the head of the 
line. If the line is long, any one of the last ten geese 
may be tagged. Then the goose that is tagged goes 
out of the game at once. 



94. BASTE THE BEAR. 

Grade : Grammar, High. 
No. of Players: 5 to 20. 

Apparatus: Stool; knotted handkerchief for each 
player ; rope about three yards long, if it is desired. 

One player is chosen to be the bear. He selects 
his own master, gives him one end of the rope, and,, 



I03 

keeping the other end in his hand, sits on the stool. 
The master approaches, pats the bear on the back 
three times with his open hand, and says, — 

" I crown my bear. 
Now touch him who dare/* 

The other players then attack the bear with their 
knotted handkerchiefs, while the master tries to tag 
one of them without letting go of the rope or pulling 
the bear from his stool. If he succeeds, the player 
who has been tagged changes places with the bear. 
Each bear has the privilege of choosing his own 
master ; but having been bear once, or even oftener, 
does not excuse a player, if fairly tagged, from being 
bear again. 

If it is wished, the master and the bear, instead of 
holding the two ends of a rope, may clasp right hands 
together. 

95. * BEETLE GOES ROUND. 

Grade: All. 

No. of Players : lo to 30. 

Apparatus : Handkerchief with a hard knot tied in one 
corner. 

All the players but one stand in a circle, looking 
straight to the front and holding their hands open be- 
hind them. The one player who has been left out, the 
beetle, carries the knotted handkerchief round the out- 
side of the circle, and puts it in the hands of any one 
of the players. Whoever receives it becomes beetle. 



104 

and strikes his right-hand neighbor with it. This 
neighbor, to escape, immediately runs round the circle 
back to his own place, while the beetle pursues, strik- 
ing at him whenever he is near enough. Meanwhile 
the player who first had the handkerchief has stepped 
into the place left vacant by the one to whom he gave 
it. This leaves the beetle alone outside the circle, as 
was the player at the beginning of the game. The 
beetle, accordingly, does as that player did, and gives 
the handkerchief to some one in the circle. Then the 
game goes on as before. 



^6. "^ FLOWER GIRL. 

Grade : Primary, Lower Grammar. 

No. of Players: 15 to 60. 

Apparatus : 5 or 6 flowers of different kinds. 

A small circle is drawn, and within it stand five or 
six of the players, who represent flowers. Each of 
these players holds in his hand the flower after which 
he has been named. Then one player is chosen to be 
flower girl, and another to be hunter. The other 
players stand in a large ring round the inner circle. 
The flower girl takes her place between the inner cir- 
cle and the ring, and the hunter stands outside the 
ring. The flower girl begins the game by asking the 
hunter, " What flower would you like } " The 
hunter answers by naming any of the flowers in the in- 
ner circle. The flower that is named runs out from its 
place, and the hunter and the flower attempt to join 



105 

hands. The flower girl tries to prevent them by 
catching the flower. If she succeeds, the flower goes 
back to the inner circle, a new hunter is chosen from 
the outer ring, and the former hunter takes the place 
thus vacated. If, on the other hand, the flower and 
the hunter succeed in joining hands, the flower girl 
becomes hunter, the hunter becomes flower, and the 
flower becomes flower girl. 



97. NINE PINS. 

Grade: Grammar. 

No. of Players : 20 to 60. 

Apparatus: Music. 

A mark is made in the centre of the room, and one 
player takes his stand there. The other players, ar- 
ranged in couples a few feet apart, march round him 
in a double circle to the sound of music. The music 
stops suddenly. Immediately each player of the inner 
circle leaves his partner and passes to the place of the 
player next in front. The player in the centre tries 
to secure one of the places and so get a partner. Who- 
ever is left without a partner must stand in the centre 
when the music recommences. The player in the 
centre cannot leave his place until the music stops. 

The game may be made more difficult by having 
each player of the inner circle pass to the place of the 
player next in front of him in the outer circle, while 
that player crosses over to the place next in front in 
the inner circle. 



io6 



98* I SPY. 
Grade : Upper Primary, Grammar. 
No. of Players : lo to 60. 
Apparatus : Object for goal. 

The players form in line, and race to touch the ob- 
ject which has been chosen as goal. The last player 
in is " it." The other players hide, while the one who 
is " it " blinds his eyes, and counts to one hundred or 
any number previously agreed upon. After he has 
finished counting, he calls " Coming 1 " and sets out to 
find the others. If he sees any one, he shouts " I spy," 
and adds the name of the player whom he has seen. 
He says, for instance, " I spy John," or " I spy Fred." 
He then runs and tries to touch the goal before the 
player whom he has seen can touch it. If the player 
touches the goal first, the player is safe. A player 
may also save himself by running in from his hiding- 
place when the one who is " it " is far enough away 
from the goal to make the run feasible ; but to be safe 
he must not only touch the goal, but must also call 
out, " One, two, three, free ! " The first player who 
is caught is " it " in the next game. Each game, how- 
ever, continues until all the players have been caught 
or have touched the goal. 



99- YARDS OFF, OR RELIEVO. 

Grade : Primary, Grammar. 
No. of Players : 6 to 30. 
Apparatus : Object for goal ; stick. 



10/ 

The stick is laid on or against the object selected 
as goal. One player is chosen to be " it." A second 
player throws the stick as far away from the goal as 
he can. Then all the players hide except the one who 
is " it." He runs, brings the stick back to the goal 
as quickly as possible, and then begins to hunt for the 
other players. If he sees any one of them, he calls 
out " I spy ! " adds the player's name, and touches 
the goal. The player who has been spied then be- 
comes a prisoner, unless he succeeds in being the first 
to touch the goal. If at any time a player runs in 
and throws the stick away before the one who is " it " 
touches the goal, he frees all the prisoners ; and they 
hide again while the stick is being replaced. The last 
one caught is "it " in the next game. 



100. HUNT THE FOX* 

Grade ; Primary, Grammar. 
No. of Players: lo to 30. 

The players, standing far enough from each other 
to allow a runner to pass freely among them, form two 
files. The leader of one file is the fox, the leader of 
the other the hunter. At a given signal the fox turns 
and runs down the line, in and out among the players 
as he chooses. The hunter follows exactly in his 
tracks, and, if he varies at all, pays a forfeit. The 
time or the distance that the hunter is permitted to 
chase the fox may be -regulated by the teacher, or may 
be limited to a single run down the line. If the hunter 



io8 



catches the fox, the fox takes his place at the foot of 
the file, and the hunter chooses a new fox from the 
head couple ; but after the second chase, whether 
successful or not, the hunter goes to the foot. If in 
the first chase the fox is successful and eludes the 
hunter, the parts are reversed. The hunter goes to 
the foot, the fox chooses a new hunter from the head 
couple, and at the end of the second chase, whatever 
the result has been, goes to the foot of the line. In 
this way every successful player has two runs, but no 
more. Throughout the game the files should be kept 
even. The new hunter or fox, therefore, should 
never be chosen twice in succession from the same 

file. 



tOU * THREE DEER 

Grade : Grammar, High. 
No. of Players: 20 to 60. 

One player is chosen to be "it," and a second 
player to run. The other players arrange themselves 
in two circles, one within the other, with the players 
not less than six feet apart, and with each one in the 
outer circle exactly behind one in the inner circle. 
The player who has been chosen as runner then runs, 
and is pursued by the one who is ** it." The runner 
may place himself in front of any two players, thus 
making a file of three. He is then safe ; but the outer 
one of the three may be tagged, and to save himself 
must run to a place in front of another file. If a 



109 

player is tagged, he becomes "it." The one who 
tagged him becomes runner. 

The game may be made more interesting by having 
two or more couples running at the same time. It 
may also be varied by having the two circles face each 
other, leaving a space between for the running. 
When this is done, the runner places himself between 
two players, and the one toward whom he turns his 
back is the one who may be tagged. 



i02. * THE FARMER AND THE CROW. 

Grade : Primary, Grammar. 
No. of Players : 2 to 60. 
Apparatus : Large seeds. 

One player is chosen to be the farmer and one to 
be the crow. The farmer plants the seeds two feet 
apart, along a straight line. The crow hops over each 
seed to the end of the line, turns round, changes to 
the other foot, and hops back, picking up the seeds on 
his way. If he touches the ground with both feet at 
the same time, fails to change feet before beginning 
to hop back, or drops a seed, he keeps on until all the 
seeds are gathered, and then becomes a scare-crow, 
and stands, with his arms raised at the side, while the 
next farmer plants the seeds, and the next crow hops 
over and picks them up. The successful crows are 
entitled to a second trial after all the players have had 
a turn. 



no 



J03. * ONE-LEGGED RELAY RACE. 

Grade: All. 

No. of Players: lo to 60. 

Apparatus: Bean bags. 

Bean bags are arranged on the floor in two parallel 
rows, each row having the same number of bags 
placed at the same distances apart. Sides are chosen, 
and each player in turn races with some player of the 
other side. Each player hops on one foot down the 
line and back, going over each bean bag, and then 
hops down and back a second time, going round each 
bag. Any player who touches the other foot to the 
ground must begin over again. The first to finish 
wins, and the side which has the larger number of 
winning players is the winning side. 



J04. * DERBY JIG. 

Grade : Primary, Grammar. 
No. of Players : 2 to 60. 

A line is drawn across the front of the school-room 
to serve as goal, and the children are seated at their 
desks so that there are the same number of players 
in each row. The leader of each row takes his place 
at the back of the room opposite his aisle. The 
teacher gives the command " Stoop I '* and each leader 
takes a stooping position, with his hands clasped 
under his knees. The teacher then says " Go ! " and 
the children hop down their aisles to the goal and 



Ill 



back to their seats. The child who first returns to a 
good sitting position at his own desk, after hopping 
down and back without touching his hands to the 
floor, is the winner of the race. When the leaders 
have finished, the players who are second in the rows 
have their turn, and so on. The game can be played 
with similar rules in a field or in a gymnasium. 



i05. HOPPERS. 
Grade : Grammar, High. 
No. of Players : lo to 30. 

Five players stand in the centre, and the rest join 
hands and form a circle round them. Four of the 
five players are hoppers, and the fifth is " it." The 
hoppers fold their arms, hop on one foot, and try to 
force the one who is " it " out of the circle by push- 
ing against him with their shoulders. Meanwhile the 
one who is "it" runs and dodges. If a hopper 
touches both feet to the ground, or unfolds his arms, 
he must change places with one of the players in the 
circle. If the one who is " it " is pushed out, all five 
players go into the circle, and five other players take 
their place in the centre. Then the game continues 
as before. 

t06. HOPPING BASES. 

Grade : Grammar, High. 
No. of Players : 2 to 60. 

A line is drawn to divide the ground into two bases, 
and sides are chosen, which take their positions on 



112 



their respective bases, with the players of one side 
directly opposite the players of the other. At a 
given signal each player folds his arms, hops on one 
foot, and tries both to push his way into his opponents' 
base and to prevent his opponent from passing him. 
Each pushes against the other with folded arms. 
The one who succeeds in entering his opponents' base 
may go back and assist his own side, but his opponent 
is " out." Whoever drops his foot to the ground dur- 
ing the game is also " out." The game is won by 
those who remain hopping and take possession of their 
adversaries' base. 

J07* MASTER OF THE RING. 

Grade: Grammar, High. 
No. of Players : 2 to 60. 

The players stand in a compact group, with their 
arms folded and held close to their bodies. A circle 
is drawn round the group. Then, at a given signal, 
each player tries to push his neighbor out of the 
circle. If any player unfolds his arms, or falls down, 
or gets both feet outside the circle, he is out of the 
game. The player who is finally left alone in the 
circle is Master. 

This game may be varied by having the players 
hop on one foot. Then touching the other foot to the 
ground or getting the one foot on which the player 
stands outside the circle puts the player out, as well 
as unfolding the arms or falling down. 

Whichever way the game is played, it is best suited 
to boys. 



113 



tOS. JUMP THE SHOT. 

Grade : Primary, Grammar, High. 

No. of Players: lo to 60. 

Apparatus : Sand bag or bean bag, with rope attached. 

The player who has been chosen to swing the shot 
stands in the centre of the ring formed by the other 
players. He holds the rope, and swings the bag 
in a circle, making it slide upon the floor. Each 
player in the ring must jump over the bag as it 
reaches him. Those who do not jump quickly and 
well are hit by the bag, and must step out of the ring. 
Preferably the one who is chosen to swing the shot is 
the teacher, or some one else who has had experience 
in doing it. 

J09- RELAY FACES FOR THE GYMNASIUM* 

Grade: All. 

No. of Players : 4 to 60. 

Single Relay Race* Two objects are chosen as 
goals, and two starting-points are marked equally dis- 
tant from them. The players choose sides, which 
stand in lines, with the leader of each on his starting- 
point. At a signal the two leaders run to their goals 
and then back to the rear of their lines. Meanwhile 
the lines move up so that the end player of each stands 
on the starting-point. These second players stretch 
out their hands, and the leaders touch them as they 
come back, so giving the signal for the second players 



114 



to run. The line again moves up, and so the game 
continues until all have run. The line which is the 
iirst to have its last player in his place in the rear is 
the winning side. More than two lines may be formed, 
if it is wished ; but there must always be the same 
number of players in all the lines. 



Group 




Group 


c 


6 


Group 


c ^ . .. R . 


Group 


A 


- . . A . . --^^^ -^ .......... 


B 


«» '/if «' 



Double Relay Race. For this game the players 
are divided into four equal groups, which stand in the 
four corners of the gymnasium. Groups A and B play 
together against groups C and D. Each group has a 
starting-line marked on the floor. At a given signal 
A I runs to group B and touches the outstretched 
hand of B i, who stands ready on his line. He im- 
mediately starts and runs to A 2, while A i continues 
to the rear of the B line. A 2 then runs to B, and 
so on until all the A's and B's have run once, and 
so changed places. C and D do similarly. If there 
are many players, six groups instead of four may be 
used. The two groups which first complete the ex- 
change are the winners. 



lis 

Obstacle Relay Race. The players may be ar- 
ranged either as in Single or in Double Relay Races. 
If as in the Double Relay Races, it is preferable for 
the A's to use different obstacles from those used by 
their partners, the B's. Those used by the C's should 
also be different from those used by the D's, but the 
combined obstacles of A and B should be the same as 
those of C and D. The races are run as are the sim- 
ple Relay Races, except that each player must over- 
come some obstacle before he can tag the next 
runner. 

The obstacle may be the performance of any gym- 
nastic feat, such as a running high jump from an in- 
clined plane, a jump over a rope, a vault over a horse, 
box, or buck, the climbing of ladders, ropes, or poles ; 
or it may be crawling through difficult places, running 
in and out among nine pins set close together, carry- 
ing a bean bag on the head throughout the race, or 
throwing a basket ball into the basket. 



no. ^ALLUP. 

Grade: All. 

No. of Players : 6 to 60. 

Apparatus : 6 Indian clubs or nine pins. 

Four circles are drawn in a row near the front of 
the room, and three crosses marked in each circle. 
The six Indian clubs are placed on the crosses in the 
two outside circles, and the players are arranged in 
two equal files at the back of the room. Starting- 



ii6 



points are marked back of the two outer aisles, which 
are to be used by the runners. One player on each 
side stands ready, and at the signal runs to the outer 
circle on his side, carries the clubs one at a time to 
the inner circle, and places them on the crosses. 
When all the clubs are placed in an upright position, 
the player returns to his file by the centre aisle. The 
one who first reaches a given point in the file scores 
one for his side. The next two runners return the 
clubs to the outer circles, and so on. The game con- 
tinues until all have had a chance to run. The side 
scoring the greater number of points wins the game. 
If there is a large number of players, several circles 
may be drawn, and the players arranged in several 
files. The game can be played in a gymnasium or 
out of doors, as well as in the school-room. 



UU HANGING CATS. 

Grade: Grammar, High. 
No. of Players; lo to 60. 
Apparatus : Gymnastic apparatus. 

One player is chosen to be "it." He chases the 
other players and tries to tag one of them. No player 
can be tagged, however, when he is hanging from a 
piece of apparatus so that his feet do not touch the 
floor, unless he has used the same piece of apparatus 
more than twice in succession, in which case he may 
be tagged. Whoever is tagged becomes " it.'* 



117 

When the number of players is large, every sixth 
player may be appointed ** it," and each player who 
is tagged may become " it " in the place of the one 
who tagged him. 

Another possible variation is to have the first player 
who is tagged sit down, and the second one who is 
tagged become "it." 

Those who are " it " may be required to wear hand- 
kerchiefs to distinguish them from the other players. 



112. DARE BASE. 

Grade : Grammar, High. 
No. of Players: lo to 60. 

A goal is marked off at each end of the room, and 
midway between is drawn a long line that forms the 
dare base. At each end of this is placed a player who 
acts as a catcher. The other players stand in the 
goals. After the game has begun, they cross con- 
stantly from one goal to the other, and the catchers 
try to tag them. While they are in the goals or on 
the dare base, they are safe from the catcher, but they 
are not allowed to return from the dare base to the 
goal they have just left. They must always continue 
to the opposite goal. Those who are caught are out 
of the game. The player who is last caught wins, 
becomes catcher in the next game, and chooses his 
assistant. 



Ii8 



U3. *BAG TAG* 

Grade : Primary, Grammar, High. 
No. of Players: lo to 30. 
Apparatus : Bean bag. 

The players are numbered in succession. One 
player is chosen to be "it," and the other players, 
whether there are many or few in the game, form a 
large circle. The one who is " it " calls two numbers, 
and at the same time throws the bag to any third per- 
son in the circle. This third player throws the bag 
back as quickly as possible. Meanwhile the players 
whose numbers have been called change places. If 
the bag is returned in time, the one who is " it " tries, 
as they change, to hit one of them with the bag. If 
he succeeds, the one who has been struck becomes 
"it." 



tH. SCOUTS. 

Grade : Grammar, High. 
No. of Players : 6 to 60. 
Apparatus : Bean bags, as many as there are players. 

Two goals are marked at opposite ends of the gym- 
nasium by drawing lines across the floor. Paths con- 
necting these goals are then made by drawing at each 
side of the gymnasium a line parallel to the wall and 
a few feet from it. These paths are neutral territory. 
The players divide into two equal teams, which stand 
in the two goals. Each player is armed with a bean 



119 

bag, and has two objects in the game, one being to 
enter his opponents' goal and the other to protect his 
own from invasion. A player starts out with his bean 
bag in his hand. His opponents see him coming, and 
throw their bags at him. If he is hit, he is dead, and 
steps out of the game. If he is not hit, and succeeds 
in entering the enemy's goal, he scores a point for his 
side. He then returns to his own goal by one of the 
neutral paths, and starts out again. It may often 
happen, however, that a player who is trying to enter 
his opponents' goal sees an opportunity to protect his 
own goal by throwing his bag at one of the enemy. 
If he does this, he must run, pick up his bag, return 
by the neutral path to his own goal, and start again. 
He cannot continue and enter the enemy's goal with- 
out his bag. Nor can he, so long as he is without his 
bag, be killed. The side which has scored the larger 
number of points within a given time wins. 



U5. WOLF. 

Grade: All. 

No. of Players : 6 to 30. 

Apparatus : Some large object, such as a boulder or 
tree, to be used as goal. 

One player is chosen to be the wolf, and hides, 
while the other players stand near the goal and blind 
their eyes. They allow the wolf about a minute, and 
then call out : " Coming ! Say nothing ! " If the wolf 
is not ready, he cries " No I " and has more time al- 



120 



lowed him. When it has expired, the players begin 
to search for him. Whoever finds him calls out 
"Wolf!" whereupon the wolf springs from his 
hiding-place, and the other players run for the goal. 
The wolf pursues them, and tags as many as possible. 
Those whom he tags become wolves, and hide with 
him the next time, either in the same den or in differ- 
ent dens. The game continues until all are wolves. 
The wolf need not wait to be found, but may leap out 
of his hiding-place whenever he sees a chance to tag 
some one. He may also try to reach the goal before 
the others, and tag them as they come in. If he does 
hold the goal in this way, one of the players should 
tempt him off on a long chase, sacrificing himself, if 
necessary, in order to let the rest of the players get 
"home" in safety. Otherwise the game might be 
blocked indefinitely. Any player who wishes to do so 
may remain at the goal instead of searching for the 
wolf, and any wolf who has not been detected may 
remain in his hiding-place until he sees a good oppor- 
tunity to spring out. 

U6. PRISONER'S BASE. 
Grade : Grammar, High. 
No. of Players : lo to 60. 

A goal, with a small prison adjoining its right-hand 
corner, is marked off at each end of the gymnasium. 
The space between the goals is neutral territory. 
The players choose sides, and each side takes posses- 
sion of a goal. Then a player from one side starts 



121 



out and tries to enter his opponents* goal without 
being tagged. Immediately his opponents send out a 
player to pursue him. Another player sallies out to 
protect the first player, and so on. If at any time a 
player succeeds in entering his opponents' goal un- 
tagged, the game is won for his side. Each man may 
tag only those players who left their goal before he 
left his. All the players may be in the neutral 
ground at the same time, though it is best not to leave 
the goal entirely unprotected. A player is at liberty 
to return to his home goal whenever he chooses. 

A player who has been tagged must go to his op- 
ponents' prison and stay there until he is rescued by 
some one from his own side. The rescuer must suc- 
ceed in touching the prisoner without being tagged 
himself. If he does, both may return to their goal in 
safety; but, if he is tagged before he touches the 
prisoner, he becomes a prisoner himself. A prisoner 
may aid in his own rescue by reaching out from his 
goal as far as possible, providing that he keeps one 
foot within bounds. If there are several prisoners, 
they may join hands and stretch out over the neutral 
ground. The last player in the chain, however, must 
be in the prison, and not more than one prisoner may 
be redeemed at a time. 



n7. PRISON GOAL. 

Grade : Grammar, High. 
No. of Players : lo to 60. 
Apparatus : Two objects for goal. 



122 



A jumping standard or some larger object is placed 
as a goal at one end of the room, somewhat distant 
from the wall ; and a similar object is similarly placed 
at the opposite end of the room. A prison is marked 
off at one side, half-way between the goals. Two 
captains are appointed and sides are chosen. The 
captains each divide their men into runners and 
guards. The runners attempt to circle round the op- 
ponents' goal and return to the home goal without 
being tagged by any of the guards of the opposite side. 
Each successful run scores one for the side of the 
player who makes it. A runner, however, may be 
tagged at any time when he is not touching his own 
goal, and if he is tagged he must go to prison and re- 
main there until a runner of his own side tags him, 
and so frees him. He and his rescuer must touch 
their own goal before playing again, but cannot be 
tagged on their way to it from the prison. The side 
having the larger score wins. 



its. STEALING STICKS. 

Grade: Grammar, High. 
No. of Players: lo to 60. 

Apparatus: 12 sticks; handkerchiefs for half the 
number of players. 

A line is drawn across the middle of the floor, a 
goal is marked at each end of the room, and six sticks 
are placed in each goal. Two captains are appointed 
and sides are chosen. Each player of one side ties 



123 

a handkerchief on his left arm. Then the two sides 
form in two rows facing each other, one on each side 
of the line. The captains may, if they wish, appoint 
some of their men as runners and some as guards for 
the goal. These guards must stand at least twelve 
feet from the goal, but, if an opponent passes them on 
his way to their goal, they may, of course, chase him. 
The object of the game is to carry away all the sticks 
from the goal of the opposing side. A player may be 
caught as soon as he has both feet in the enemy's 
territory. If he reaches the goal without being 
caught, he may take away one stick, with which he 
may go back to his own side in safety. But if he 
is caught he must stand in the goal as prisoner until he 
is rescued by some one of his own side. While he is 
prisoner, he may reach out towards the one who is 
coming to release him, but must keep both feet 
within the goal. After he has been rescued, he and 
his rescuer may return to their own side in safety. 
So long as any member of one side is a prisoner, that 
side may not take any sticks from its opponents* 
goal. The prisoners must be rescued first. The 
game is won by the side which first carries away all 
of its opponents' sticks. 

If the number of players is so large in proportion 
to the size of the gymnasium that it is very difficult to 
reach the opponents' goal, a neutral space, twelve 
to twenty feet long, may be marked off in the centre 
of the field. The runners for both sides start in this 
neutral ground, and the guards stand just behind the 
boundary lines. 



124 

The game may also be played by having each suc- 
cessful run to the opponents' goal score one for the 
side that makes it. The side having the larger score 
wins the game. This variation is especially good 
when the time for playing is limited. 



it?. DUCK ON THE ROCX. 

Grade: Grammar. 

No. of Players ; 6 to 20. 

Apparatus : Out-of-doors, — boulder ; large stone ; stones 

size of fist, one for each player. Indoors, — bean 

bag for each player. 

When the game is played out-of-doors, a large 
stone, which represents the duck, is placed on a 
boulder, and the player who is drake stands to guard 
it. A line is drawn twenty or thirty feet from the 
boulder. Here each of the other players stands in 
turUj'^and throws his stone at the duck, which he tries 
to knock off the rock. If he does not succeed, he 
goes and stands by the place where his stone has 
fallen, and waits until some one does succeed. If he 
prefers, he may pick up his stone and try to run back 
to the goal line before the drake can tag him. If he 
reaches it in safety, he has a chance to throw again. 
When some one succeeds in knocking off the duck, all 
who have thrown may pick up their stones and run 
back to the goal line, while the drake replaces the 
duck on the rock and tries to tag any one who has 
his duck in his hand, and who has not crossed the 
goal line. Whoever is tagged becomes drake. 



125 

The game can be played in the gymnasium by 
using a chalk circle instead of a boulder, and by 
placing in it a bean bag to serve as duck. The 
players have bean bags instead of stones, and try to 
throw their bags so as to knock the duck out of the 
circle. 

t20. STROKE, OR OLD SOW* 

Grade: High. 

No. of Players ; 5 to i o. 

Apparatus: Out-of-doors, — tin tomato can; stake 
about 18 inches long ; any kind of stick or club for 
each player ; fence or wall as goal. Indoors, — ball, 
preferably indoor base-ball; nine pin or stick for 
each player ; wall as goal. 

The stake is driven into the ground at a distance 
of from thirty to forty feet from the goal. Small 
holes, about five inches in diameter and in number 
one less than the number of players, are dug about 
ten feet from the stake and at approximately equal 
distances from each other, so that they form a circle 
with the stake as a centre. Indoors a nine pin or 
chalk mark is substituted for the stake, and chalk 
circles for the holes. One player is chosen to be " it," 
and stands beyond the circle of holes on the side 
away from the goal. The object of the one who is 
"it" is (i) to strike the stake with the can, or, if the 
game is played indoors, to hit the nine pin or the 
chalk mark with the ball, and (2) to put his stick 
into the hole of a player whose stick is not in place. 



126 



The other players try to keep the can or ball away 
from the stake with their sticks and at the same time 
to protect their own holes. When they strike at the 
ball, the one who is " it " interposes his stick, and so 
protects the ball. Any player may take possession 
of any hole which he finds unguarded, and whoever is 
without a hole is " it." If the one who is " it " suc- 
ceeds in striking the stake with the can, all the other 
players run and touch the goal, and then run back to 
secure their holes. The one who was " it," mean- 
while, takes one of the holes for himself. Whoever 
is left without a hole becomes " it " and starts a new 
game. All rolling and attacking and defending the 
ball must be done with the stick, and the point must 
never be raised above the waist line. Two faults in 
this put the player out of the game. 

Variation ; Centre BalL In place of a stake or nine 
pin a hole is dug or a chalk circle is drawn, in which 
to place the ball. To start the game each player 
takes a firm grasp of one end of his stick with both 
hands, and puts the other end under the ball. Then, 
at a given signal, all the players raise their sticks so 
as to toss the ball into the air, after which they run 
to put their sticks into the holes in the circle. The 
player who is left without a hole is " it." After this 
the game proceeds as in Stroke, except that, when 
the ball is rolled into the centre hole, the game is 
ended. 



MISCELLANEOUS AND QUET 
GAMES. 



129 



i2U * FOLLOW THE LEADER* 

Grade : Upper Primary, Grammar. 
No. of Players : 6 to 60. 

The players form in a line. The leader marches, 
runs, or performs any gymnastic movements, and all 
the players imitate his movements exactly. The 
game ends when time is up. 



J22. ^FEATHER FLY. 

Grade : Primary, Grammar. 
No. of Players: 10 to 60. 
Apparatus : Feather or thistle-down. 

The players join hands and form a circle. The 
teacher begins the game by blowing a feather into 
the circle, and then the players blow to keep the 
feather afloat. In doing this they may move in any 
direction, but they may not unclasp hands. If the 
feather touches any player, or falls to the ground in 
front of him, he must pay a forfeit. 



t23. * OBSERVATION. 

Grade : Upper Primary, Grammar, High. 
No. of Players : i o to 60. 

Apparatus: 20 objects; paper and pencil for each 
player. 

Twenty objects are placed on the table. Each 
player in turn looks at them half a minute, and then 



I30 



goes to a seat from which he cannot see the table, and 
writes down the names of all the objects he can re- 
member in a given time. The one who writes the 
greatest number correctly wins the game. 



t24. *I SAY STOOP. 

Grade : Primary, Lower Grammar. 
No. of Players : lo to 60. 

The children all stand in the aisles, while the 
teacher, or whoever has been chosen to be the leader, 
stands in front, facing the class. Whenever the 
teacher says, " I say stoop ! " both she and the children 
stoop, and immediately rise again. But when she says, 
" I say stand ! " and stoops as before, the children re- 
main standing. Those who make a mistake, and stoop 
when the teacher stoops, are out of the game, or must 
pay a forfeit. 

125- * CONTRARY* 

Grade : Primary, Lower Grammar. 

No. of Players: 10 to 30. 

Apparatus : Handkerchief for each player. 

One player stands in the centre, and the other 
players form a ring round him by taking hold of the 
corners of the handkerchiefs. The ring moves slowly 
about. Suddenly the player in the centre calls out 
either " Hold fast ! " or " Let go I " If he says " Hold 
fast ! " the players immediately do the opposite, and 
let go the handkerchiefs, so that they all fall to the 



131 

ground at the same time. If he says " Let go ! " the 
players keep their hold, and do not drop the handker- 
chiefs. Whoever makes a mistake must pay a for- 
feit. 

i26. * WEATHER COCK. 

Grade: Primary, Grammar. 
No. of Players: lo to 60. 

The four corners of the room represent the cardinal 
points of the compass, north, south, east, and west. 
One player is chosen to be the wind. The other 
players stand scattered about the room. When the 
wind calls " North," they turn to the corner that rep- 
resents the north. When he calls " East," they turn 
to that corner, and so on. The wind may also call 
"Variable," and then the players move backwards 
and forwards. Or he may say *' Tempest," and then 
they turn round three times. A player who fails to 
obey the order given either goes out of the game or 
pays a forfeit. 

A variation may be introduced by making the play- 
ers turn in the opposite direction from the one named 
by the wind ; for instance, if the wind says " East," 
the players face west. 

J27. BRANDS UP. 

Grade : Primary, Lower Grammar. 
No. of Players: 10 to 60. 

One player stands in the centre, and the other 
players form a ring round him. Each player in the 



1^2 



ring holds his hands up in front of him, with the palms 
out. The child in the centre tries to slap the hand of 
any one of the players, but they all drop their hands 
as he approaches. If he succeeds, he changes places 
with the player whose hand he has slapped. 



128. * SITTING TAG* 

Grade : Primary, Grammar. 
No, of Players: lo to 60. 

The players are seated in rows, and every group of 
two adjacent rows plays an independent game. In 
each group one player is chosen to be the Old Man, 
and stands between his rows. At a given signal all 
the players rise quickly, and the Old Man tries to tag 
them before they can sit down again. Those who are 
tagged must remain seated until every one has been 
tagged, or until the time limit has expired. The others, 
after seating themselves to avoid being tagged, rise 
again at the signal, which is repeated. Those who are 
not tagged at the end of the time are the winners of 
the game. 

J29- * CHANGING SEATS. 

Grade : Primary, Grammar. 
No. of Players: 10 to 60. 

The players are seated in the school-room so as to 
fill every seat in a certain number of rows. Each 
group of two adjacent rows forms a separate unit in 
the game, and for each group a player is appointed 



133 

who has no seat, but stands in the aisle between the 
rows. At a signal from the teacher the players 
beckon to other players in their group, and change 
seats as rapidly as possible. The player in the aisle 
attempts to secure one of the vacant seats. If he 
succeeds, the player w^ho .is left \\'ithout a seat stands 
in the aisle, and the game is repeated as before. 



t30- * KALEIDOSCOPE. 

Grade: Grammar, High. 
No. of Players : lo to 60. 

Certain of the players are named after colors, and 
stand in a row across the front of the room. While 
the other players close their eyes, those in the row 
change places. Then some one is called on to name 
the colors in their new positions. If it is preferred, 
the player who is first called on may name only one 
color, and other players may be asked in turn to name 
one color each. When all the colors have been 
named, another set of players may replace them in 
their original positions. 



iZU *HUNT THE KEY. 

Grade : Upper Primary', Grammar. 
No. of Players: 10 to 30. 
Apparatus: Twine; key. 

A key is hung on a long piece of twine. The play- 
ers form a ring, hold the twine, and pass the key back 



134 

and forth, keeping their hands constantly in motion. 
One player stands in the centre, and tries to discover 
who has the key. Occasionally some one may whistle 
on the key to show where it is, and then pass it 
rapidly on. When a player is caught with the key in 
his hands, he changes places with the player in the 
centre. 

f32. HUNT THE SLIPPER. 

Grade : Primary. 

No. of Players: lo to 30. 

Apparatus: Slipper. 

The players sit on the floor in a circle, with their 
knees raised, and with the girls well scattered among 
the boys, so that their dresses may hide the slipper. 
The one who has been chosen to hunt the slipper runs 
round either the outside or the inside of the circle, and 
tries to tag the person who has it. Meanwhile the 
players pass it back and forth quickly under their 
knees. Sometimes they throw it across the circle and 
hide it again ; and sometimes, when the one who is 
hunting for it is far enough away, they strike it three 
times on the floor. The one who is caught with the 
slipper in his possession has to hunt for it in the next 
game. 

t33. * PILLOW DEX. 

Grade : Grammar, High. 
No. of Players : 2 to 60. 
Apparatus : Gas ball, feather, or thistle-down. 



135 

A line is drawn through the middle of a table to 
divide it into two courts. The players choose sides, 
and the sides seat themselves opposite each other. 
Then they bat a gas ball or blow a feather or a thistle- 
down back and forth across the line. If the object 
batted or blown falls in one of the courts, a point is 
scored for the opposite side. If it falls so as to touch 
the dividing line, neither side scores. 

If the game is played in the school-room, the play- 
ers stand in the aisles, and the centre aisle or the 
centre row of desks marks the division between the 
courts. 

J34* *SPIN THE COVER. 

Grade : Grammar, High. 
No. of Players: lo to 30. 
Apparatus : Cover of tin or wood. 

One player stands in the centre, and the rest form 
a circle round him. The player in the centre spins 
the cover on the floor, and, just as he takes his hand 
from the cover, calls the name of one of the players. 
The player whose name has been called must run and 
try to catch the cover before it lies on the floor. If 
he does catch it, he, in turn, spins it ; if he does not, 
the first spinner continues. To make the game more 
difficult, the players may be required to sit or to kneel 
on the floor. 

If it is preferred, each player may spin the cover 
whether he catches it or not. In that case the player 
who fails to catch it pays a forfeit. 



136 



J35- * THREAD THE NEEDLE* 

Grade: All. 

No. of Players : lo to 60. 

Apparatus: Needles for half the number of players; 
pieces of thread, one for each needle. 

The players are arranged in two lines at opposite 
sides of the room. Every player in one line has a 
needle, and every player in the other has a piece of 
thread. At a given signal each player who has a 
thread runs to the player directly opposite and threads 
his needle, and then returns to his own place. The 
player who is quickest scores one for himself and his 
partner. Then the thread and the needles are ex- 
changed, so that those who at first had needles now 
have thread. With the parts thus reversed, the game 
is repeated. This continues until the time limit has 
expired. The partners who have scored most fre- 
quently win the game. 

J36* * YOU'RE ''IT.^ 

Grade: All. 

No. of Players: 10 to 30. 

One player is chosen to be " it " and stands in the 
centre, while the other players form a circle round 
him. A gymnastic position or exercise is agreed 
upon for use later in the game. Then the one who is 
" it " calls out the name of some one in the circle, and 
says, " YouVe * it ' : one, two, three, four, five." 
Before the counting is finished, the one whose name 



137 

has been called must assume the position or perform 
the exercise previously specified. If he does not suc- 
ceed in doing this, he changes places with the one 
who is " it." 

B7. * BEAST, BIRD, OR FISH. 

Grade: Upper Primary, Grammar, High. 
No. of Players: lo to 30. 
Apparatus : Knotted handkerchief. 

The players stand or sit in a circle. One of their 
number takes the knotted handkerchief and throws it 
at some other member of the circle. At the same 
time he calls out, " Beast, Bird, or Fish," immediately 
repeats one of the three names, and then begins to 
count aloud to ten. Before he has finished counting, 
the one at whom the handkerchief has been thrown 
must name some animal that comes under the classi- 
fication which the first player repeated. If, for in- 
stance, A throws the handkerchief at B and says, 
" Beast, Bird, or Fish, Fish 1 one, two, . . . ten 1 " 
B must name some fish, such as cod or mackerel, 
before A reaches the ten. If he succeeds, he takes 
the handkerchief and tosses it at some one else. But 
if he is too late in naming his animal, or if he names 
an animal that comes under the wrong classification, 
or if he names an animal that has been named before, 
he must pay a forfeit. The game may also be played 
without forfeits. In this case the player who counts 
continues throwing until some one fails. The one who 
fails then takes the handkerchief. 



138 



J38- * NEIGHBOR, NEIGHBOR* 

Grade : Primary, Grammar. 
No. of Players : 6 to 30. 

The players stand in a line or circle. The leader, 
A, clasps his hands under his knees behind, and in 
this position hops on both feet up to some one in the 
line, with whom he begins the following conversa- 
tion : — 

A, " Neighbor, neighbor, how art thee ? " 

B. " Pretty well, as you can see." 

A. " How's the neighbor next to thee ? '* 

B. « I don't know, but I'll go see." 

B, as he says this, takes the same position as A, 
and hops in the same manner to some one in the line, 
who likewise, at the end of the conversation, begins 
hopping. A, meanwhile, keeps on and goes to some 
one else. In this way each person who is spoken to 
hops out to speak to some one else ; and each player 
who has started continues hopping, until finally there 
is no one left standing in the line. 



139. *NOT I, SIR. 

Grade : Grammar, High. 
No. of Players : 10 to 20. 

The players stand in line, and are numbered in 
order. One is chosen to be teacher. He turns to 
some member of his class, and this conversation takes 
place : — 



139 

Teacher. " I heard something about you, No. 2, 
sir." 

PtcpiL "What, sir, me, sir?" 
Teacher. " Yes, sir, you, sir." 
Pupil. " Not I, sir." 
Teacher. " Who, then, sir ? " 
Pupil. "No. 5, sir." 

No. 5 then attempts to ask, "What, sir, me, sir.?" 
before the teacher can say " No. 5 to the foot." If 
he succeeds, the dialogue is continued as before. If he 
fails, he goes to the foot of the class, but continues 
the dialogue with the teacher. The object of each 
player in the game is to be head of the class when the 
game ends. 

J40. * SIMON SAYS. 

Grade : Primary, Grammar. 
No. of Players: 10 to 60. 

The members of the class stand in open files as for 
gymnastic work, and the teacher faces them. The 
teacher performs some gymnastic movement, "arm 
extension upward," for instance ; and as she does so 
she calls out, " Simon says * Arms upward stretch,' " 
or " Simon says " this or that, whatever the movement 
may be. The class obey Simon's command. If, how- 
ever, the teacher omits the " Simon says " in the com- 
mand, the class do not perform the gymnastic feat, 
even if the teacher does. Any one who fails to obey 
Simon's commands promptly, or who obeys commands 



I40 

that are not given by Simon, must go out of the game, 
or, if it is preferred, pay a forfeit. 

Variations; Grand Mufti* In this game the 
teacher says, as she takes the movements, either 
*' Thus says the Grand Mufti " or " So says the Grand 
Mufti." When " thus " is heard, the players do the 
movement ; but, when " so " is said, they remain 
motionless. 

Ducks Fly* The teacher calls out "Ducks fly," 
and raises his arms to represent flying. The players 
imitate him. He continues, naming any animals he 
chooses instead of ducks. So long as he names ani- 
mals that can fly, the players continue to imitate him ; 
but if he names those that cannot fly, if, for instance, 
he calls out " Cats fly," the players remain motionless. 



HU * MERRY-GO-ROUND* 

Grade: All. 

No. of Players : lo to 60. 

Apparatus: Stools, or chairs without arms, one for 
each player. 

The stools are placed close together to form a circle, 
and all the players seat themselves facing inward, ex- 
cept one player, who stands in the centre and tries to 
secure the seat that has been left vacant. This is 
difficult, however, because the players on the stools 
keep moving to the right from one stool to the next, 
so that the location of the vacant seat constantly 



141 

changes. When the player in the centre succeeds 
in seating himself, the player at his left goes into 
the centre. The direction of the movement may be 
reversed, and all the players change to the left. In 
that case, each one is responsible for the seat at his 
left instead of for that at his right. If more than 
thirty are playing, it is better to have two vacant 
stools and two players in the centre. 



H2. THIMBLE RING- 

Grade: Primary, Grammar. 
No. of Players: lo to 60. 
Apparatus: Thimble. 

One player stands in the centre, and the others 
form a ring round him. Each player in the ring 
grasps with his left hand the right wrist of the player 
at his left, thus leaving the right hand of each free. 
One of the players, however, holds the thimble in his 
right hand. They all sing, — 

" The thimble is going, 
I don't know where." 

As they sing, each player places his right hand alter- 
nately in the hands of his neighbors to right and left, 
using a swinging motion, and pretending to pass the 
thimble. The one who really has it may keep it or 
pass it on. The object of the player in the centre is 
to find the thimble, and the object of those in the ring 



142 

to conceal it. The song they sing may be varied 

with 

" It's first over here," 
or with 

" It's over there." 

When the player in the centre succeeds in finding the 
thimble, he changes places with the one who was 
holding it when it was discovered. 



J43. * HIDE THE THIMBLE* 

Grade : Primary, Grammar. 
No. of Players: lo to 60. 
Apparatus: Thimble. 

One of the players is chosen to hide the thimble. 
He may either put it in some unlikely place, where it 
can be, but probably will not be, seen, or he may put 
it out of sight entirely. While he is engaged in doing 
this, the other players either blind their eyes or leave 
the room. When the signal is given, they begin to 
hunt for the thimble. If it has been put out of sight, 
the one who hid it may guide them by saying 
" Warm ! " when they are near the hiding-place, 
" Warmer ! " as they approach, " Hot I " when they are 
very near, and " Cold I " when they have moved away. 
He may withhold his statements, but he may not wil- 
fully mislead by them. If it is preferred, music may 
be played during the search. Then, when any one 
approaches the thimble, the music grows louder ; and. 



143 

as he moves away, it grows fainter. The player who 
first finds the thimble hides it in the next game. 

Vacation: Huckle Buckle Bean Stalk. The 

thimble must be hidden where it can be seen without 
having to move anything, and yet where it is not 
likely to be noticed. It may be placed, for instance, 
on some object which is the same color. When a 
player sees the thimble, he must not show by his ac- 
tions where it is, but must move to another part of 
the room as though still looking for it, and finally sit 
down, saying "Huckle Buckle Bean Stalk." The 
game continues until every one is seated, when the 
player who first found the thimble hides it again. 



144. * THANKSGIVING DESTNER. 

Grade : Primary, Grammar. 
No. of Players: lo to 60. 

The teacher or some pupil chosen as story-teller 
stands in the front of the room, and names each player 
after something that may be eaten at a Thanksgiving 
dinner. Then he tells a story about Thanksgiving 
Day, while the players stand in the aisles between the 
desks. When any player hears his name mentioned, 
he must turn once in his place. For instance, if the 
story-teller says, " The large turkey was put into the 
oven," those who are named "turkey" must turn 
round. When the words " Thanksgiving dinner *' are 



144 

used, all the players must turn. Any one who fails 
to turn at the right time steps out to one side, but if 
he wishes may continue to take part in the game. 



H5. * ST AGE-COACH- 

Grade: Grammar, High. 
No. of Players : lo to 60. 
Apparatus: Chairs. 

The chairs are arranged in a circle, and all the 
players seat themselves except one, who stands in the 
centre, and names the others after the different parts 
of a stage-coach or its load. He may have, for in- 
stance, horses, harness, whip, wheel, springs, coach- 
man, old lady, parrot, or anything of the sort. If 
there are many players, he may group five or more 
under one name. When he has finished this naming, 
he begins to tell a story about a ride in a stage-coach. 
When he mentions a name he has given to any one, 
such as whip, horn, or wheel, the player who has been 
named whip or horn rises and turns once round 
in his place. Whenever the story-teller mentions the 
stage-coach, all the players rise and turn round. And 
when he ends his story, as he must, with the words, 
" The stage-coach upset," all the players change seats. 
Then the one who has been telling the story tries to 
secure a chair. Whoever is left standing must tell 
the next story. 

If the game is played in the school-room, the story- 
teller stands in front of the class, and the pupils sit 
at their desks. 



145 

Variation : * Gymnastic Exhibition, A ring is 
formed by drawing chalk circles, one less than the 
number of players, at intervals of two steps. A story- 
teller is chosen and stands in the middle of the ring. 
The other players stand in the circles, and are named 
after articles and apparatus used in the gymnasium. 
The story-teller then describes the proceedings at a 
gymnastic exhibition. Each player, when his name 
is mentioned in the story, performs some gymnastic 
feat previously agreed upon, such, for instance, as 
turning round on one heel or jumping to a deep knee 
bend position. Finally, when the story-teller remarks, 
"and the audience applauded," the players change 
places, and the story-teller tries to secure one of the 
vacant circles. 



J46- * ANIMAL GAME* 

Grade: All. 

No. of Players : lo to 60. 

Apparatus : Pencil and paper for each player ; black- 
board. 

Each player is given a pencil, a piece of blank paper, 
and a second paper on which is written the name of 
an animal. These latter papers are folded or dis- 
tributed face downward, so that each can be read only 
by the person who receives it. One player after 
another goes to the blackboard, and draws a picture of 
the animal named on his paper. He is allowed only 
two minutes in which to do it. When he has finished. 



146 

the other players write down what they think to be the 
name of the animal he has drawn. After every 
player has had his turn, the correct list of the animals 
is read. The player who has the largest number of 
names right wins the game. 

The game may be varied by having each player in 
turn come to the front of the room and represent the 
animal named on his paper by acting, instead of by 
drawing on the blackboard. 



J47* FAN BALL* 

Grade: Grammar, High. 
No. of Players : 2 to 30. 

Apparatus : 2 palm-leaf fans ; 2 sheets of paper, one 
red, the other blue. 

From each sheet of paper three circles are cut, three 
and a half inches in diameter, and slits are made accord- 
ing to the diagrams on the opposite page. The circles 
are numbered to correspond to the diagrams. Then 
circle No. i is taken in the left hand, the edges are 
bent together slightly, but not enough to crease the 
paper, and the whole circle is slipped through the slit 
ab. The slits c and d hold it in place, and allow it to 
be straightened out at right angles with circle 2. The 
third circle is then slipped down over circles i and 
2, which are brought together and bent so as to go 
through easily. The first two circles are in a verti- 
cal plane ; and the third circle is in a horizontal plane, 



147 



bisecting the other two. The slits e,fy g, and h hold 

it firm. When the three circles are in place and 

straightened out, a paper ball 

is formed. There will be 

two balls, one red, the other 

blue. 

A goal is made at each 
end of the room by placing 
two chairs or benches a yard 
apart. A chair or bench is 
also placed at an equal dis- 
tance from each goal, in the 
centre of the room. Sides 
are chosen ; and the red ball 
and a fan are given to one 
side, and the blue ball and a 
fan to the other. Each side 
then takes possession of a 
goal, and sends out a single 
player, who stands in front 
of his goal, with his paper 
ball before him. At a word 
of command from the um- 
pire, each fans his ball toward 
his opponent's goal. The 
balls must go between the 
legs of the chair in the cen- 
tre of the room, and may 3 
not be touched, but must be propelled wholly by the 
breeze from the fan. The first player who sends his 




148 

ball through his opponent's goal wins, and scores 
one for his side. Then another pair of players con- 
tinues the game. When all have played, the game is 
ended, and the side with the larger score is the winner. 



HS. * TRADES AND PROFESSIONS* 

Grade : Grammar, High. 
No. of Players: lo to 60. 

The players divide into two equal parties, one 
masters, and the other men. The aim of the 
masters is to become men, that of the men to remain 
men as long as possible. The men consult together 
secretly, nominate a foreman, and choose some trade 
or profession, preferably one in which the hands, arms, 
or legs are used in various ways. Meanwhile the 
masters may seat themselves if they wish. After the 
trade has been selected, the men range themselves 
in a line opposite the masters, and the foreman gives 
the first and the last letter of the name of the trade, 
as, for instance, C R for carpenter. He then bids 
his men go to work with these words : — 

" Now, my men, the work's begun. 
No more speaking till it's done." 

At once the men illustrate in pantomime the various 
labors of their trade. If they are carpenters, for in- 
stance, they measure and hammer and plane. This 
continues for two minutes. Then the foreman tells 
his men to stop working and demand their wages. 



149 

Each master has one guess as to what the name of 
the trade is. If no one guesses right, the foreman 
tells the name, and the men choose another trade and 
act it out. But, if any of the masters are successful 
in naming the trade, the masters and the men change 
places. If any man speaks while he is working, or 
makes any motion which does not belong to the trade 
he is representing, his whole side is out and must 
change places with the masters. The game may be 
made more difficult by not giving the initial letters of 
the trade selected. 



149* * MUSICAL INSTRUMENTS. 

Grade : Grammar, High. 
No. of Players: lo to 60. 

The players sit in a circle, on the floor, or in chairs, 
and form the orchestra. One pla}jer, who is the con- 
ductor, stands in the centre. The other players 
decide upon a tune, and select the instruments they 
will play. Then the conductor beats time, and each 
player imitates as well as he can the sound of his in- 
strument and the motion used in playing it. Sud- 
denly the conductor turns to one of the players, asks, 
"What is the matter with your instrument .f* " and 
immediately counts five. Before he finishes counting, 
the player who has been questioned must begin an 
answer which is appropriate to his instrument. If he 
has a violin, he may say, for instance, " I have broken 
a string," but he should not say, *' The reed is lost." 



ISO 

If his answer is inappropriate, or if it is not begun 
before the counting stops, he must change places with 
the conductor. 

Whenever the conductor claps his hands, the music 
must stop, and the players must remain in the atti- 
tudes in which they were when he gave the signal. 
Any one who fails to stop humming, or who changes 
his position before the signal is given to resume the 
music, must change places with the conductor. Ex- 
cept on these occasions when the conductor claps his 
hands, the music never stops. 

If it is preferred, the same conductor may continue 
throughout the game, and the person who fails in any 
of the requirements of the game may pay a forfeit. 

Variation: *The Fiddling: Leader. The leader 
kneels in the middle of the circle, and chooses the 
fiddle as his instrument. The rest of the players take 
their choice among the other musical instruments. 
Then the leader imitates the motions used in playing 
a fiddle, and the other players imitate the motions 
used in playing the instruments they have chosen. 
Suddenly the leader changes, and begins to play on 
one of their instruments. The player whose instru- 
ment has thus been taken away from him begins to 
fiddle, and continues to do so until the leader changes 
to another instrument or goes back to his fiddle. The 
imitation of the playing must be done in vigorous 
pantomime. 



151 



JSO. PEGGY. 

Grade : Grammar, High. 

No. of Players : 2 to 20. 

Apparatus : Stick about 5 inches long and i inch in 
diameter, shaped to a point at one end; larger stick, 
about 2 feet long ; object for goal. 

One player stands at the goal with the large stick in 
his hand, throws the small stick into the air, and then 
with the large stick strikes it before it reaches the 
ground, as he might strike a ball with a bat. Any 
player may pick the stick up from the spot where it 
falls, and throw it as near the goal as possible. But 
the goal player tries to prevent its falling near there 
by striking at it again with the large stick. Then 
from where it lies he nips it ; that is, strikes it on 
one end, so as to send it as far as he can from the 
goal. He follows it, and nips it again, and then a 
third time. After that any player may pick up the 
stick and throw it toward the goal, which the goal 
player is not now protecting. If it falls within once 
the length of the longer stick from the goal, the goal 
player is out, and changes places with the thrower. 
If, however, the distance between the goal and the 
place where the small stick fell is more than once the 
length of the longer stick, the goal player records the 
distance, and then, starting from where the stick lies, 
nips three times, and so on as before. When the sum 
of his score amounts to fifteen times the length of the 
longer stick, he is out, and the next player has a turn. 



ALPHABETICAL INDEX^ 



10 to 30 


118 


6 to 20 


58 


2 to 60 


4 


8 to 20 


42 



Games. Grade. No. of Players. Page. 

*AllUp All 6 to 60 115 

♦Animal Blind Man's Buff, 

see Blind Man's Buff. 
♦Animal Game .... All 10 to 60 145 

Arch Ball, see Medicine Ball. 

•Bag Tag j ^rril^H^""" } 

Ball and Bases .... Grammar, High 

Ball Drill Grammar, High 

Ball Hit High 

Ball Puss, see Puss in the Comer. 

Ball Stand Grammar, High 6 to 60 44 

♦Ball Tag, see Guess Ball. 

Baste the Bear .... Grammar, High 

♦Bean Bags in a Circle . All 

♦Bean Bag over the Head, Grammar, High 

.Bean Bag Target . . \^^ZZt^^i\ 

Bears and Cattle . . . All 

•Beast, Bird, or Fish . | gPrJr^ } 

♦Beetle Goes Round . . All 

*Birds \ ^""'^^^ ^'^°'- } 

( mar ) 

Black and White ... All 

Blind Man's Buff . . {1^^^^^^^ 

♦Blind Man's Buff with a ( Upper Primary, ) 

Wand ( Grammar, High J 

Bombardment .... Grammar, High 
Boston Ball High 



5 to 20 


102 


lo to6o 


II 


10 to 25 


17 


10 to 60 


16 


10 to 60 


98 


10 to 30 


^yi 


10 to 30 


103 


10 to 60 


93 


10 to 60 


99 


10 to 60 


73 


10 to 30 


76 


10 to 60 


37 


18 


59 



154 

Games. Grade. No, of Players. Page, 

Bound Ball Grammar, High lo to 30 28 

Boundary Ball . . . • | ^ar"'^'^' ^'^°'" | lo to 60 29 

Bowl Ball Grammar, High 6 to 30 36 

Box Ball Grammar, High 10 to 20 16 

*Call Tag, see Steps. 

*Calling Names . . . j Upper Primary, ) ^ 

^ \ Grammar ) •' 

Captain Ball Grammar, High 14 to 30 53 

*Cat and Mice . . . • | Grarmar^"''^' | ^ *° ^^ ^9 

*CatandRat | mar""^'^' ^'^"'" J ^° ^° 3° ^5 

Catch Ball, see Drop Ball. 

Catch of Fish Grammar, High 10 to 60 99 

Centre Ball, see Stroke. 

♦Centre Base \ ^PP^"" ^""^^''7' I 10 to 10 12 

uentre i^ase -j Q^ammar, High f 1° ^^ 30 32 

Centre Stride Ball . . . Grammar, High 10 to 60 33 

♦Changing Seats . . . | ^^^^'^* ^'^'^' \ 10 to 60 132 

C^^«^^^ Grammar, High { di^ibkb^ } 9 

♦Circle Ball | Gr^arn'mL"""^'^' | '° ^° ^ '4 

♦Circle Catch Ball, see 

Touch Ball. 
♦Clasp Tag, see Tag. 

^contrary {^^T^H^"^'^ \ '0*030 .30 

Corner Ball Grammar, High lo to 30 31 

♦Criss-cross Grammar, High 4 to 60 13 

Cross Tag, see Tag. 

•Crossing the Brook . • | ^rrS'ar'""" } 4 to 60 9^ 

Curtain Ball Grammar, High lo to 60 49 

Cushion Dance .... All 6 to 30 94 

Dare Base Grammar, High lo to 60 117 

♦Dead Ball Upper Primary 10 to 60 19 

♦Derby Jig Primary, Grammar 2 to 60 no 

Dodge Ball All 20 to 60 24 



155 



Games. Grade. 

Double Pass Grammar, High 

Drop Ball All 

*Drop the Handkerchief . All 
Duck on the Rock . . . Grammar 
*Ducks Fly, see Simon Says. 
Eenie, Weenie, Coxie, Wanie, see Tag. 

End-to-end Bean Bag 
English Stool Ball . 



No. of Players. 


Page. 


II to 60 


5 


10 to 60 


18 


10 to 30 


67 


6 to 20 


124 



♦Exchange Tag 
Fan Ball . . 



( Upper Primary, ") 
( Grammar, High j 



j Upper Gram- ) 
( mar, High ) 

( Primary, Gram- \ 
\ mar ) 

Grammar, High 

( Primary, Gram- ) 

\ mar ) 

Upper Primary 

Grammar, High 



All 



♦Feather Fly . . . 

♦Follow the Leader 

French Blind Man's Buff, 

♦French BUnd Man's Buff ) 
in School-room . . ) 

•FlowerGir. | Sim7ir'"''"} 

Flying Target . . 
♦Garden Scamp . . 
German Ball Game . 



High 

Grammar 

Grammar, High 
( Upper Primary, ) 
( Grammar, High ) 



Going to Jerusalem . 

Going to Jerusalem in Gymnasium, see above 
♦Going to Jerusalem in School-room, see above. 
♦Grand Mufti, see Simon Says. 

♦Guess Ball Grammar, High 

Gymnastic Exhibition, 
see Stage-coach. 

Haley Over Grammar, High 

Hand Foot-ball .... Grammar, High 

•Hands up .... • | S^amm^ir """" | 
Hanging Cats .... Grammar, High 
♦Have you seen my Sheep? < ^' ' > 

♦Heir Slap Jack ... All 



10 to 60 

5 to 20 
10 to 60 

2 to 30 

10 to 60 

6 to 60 
10 to 30 

12 to 60 

15 to 60 

10 to 40 
10 to 30 
10 to 30 

10 to 60 



10 to 25 



14 

21 

80 

146 

129 
129 

74 

75 

104 

41 

22 
70 



19 



10 to 60 


SO 


6 to 16 


30 


10 to 60 


131 


10 to 60 


116 


10 to 30 


92 


10 to 30 


68 



156 



( Primary, Gram- 
l mar 



Gantes. Grade, 

*Hide the Thimble . 

HUlDill All 

Hoppers Grammar, High 

Hopping Bases .... Grammar, High 
*Huckle Buckle Bean Stalk, 
see *Hide the Thimble. 

( Primary, Gram- ) 
■ \ mar ) 

( Upper Primary, ) 
* ( Grammar \ 

. Primary 
. Grammar, High 



No. of Players. 


Page. 


10 to 60 


142 


10 to 60 


86 


10 to 30 


III 


2 to 60 


XXX 



Hunt the Fox 



♦Hunt the Key . . . 

Hunt the Slipper . . 
*Hurly-burly Bean Bag 
Iron Tag, see Tag. 

*ISaw i Primary, Lower) 

( Grammar \ 



( Primary, Lower } 
' I Grammar \ 

( Upper Primary, ) 

* ( Grammar ) 
( Upper Primary, ) 

* ( Grammar, High ) 



( Primary, Gram- ) 
* ( mar, High \ 



*I Say Stoop .... 

I Spy 

* Jacob and Rachel . . 

♦Japanese Tag, see Tag. 

Jump the Shot . . . 

♦Kaleidoscope .... Grammar, High 
Kick-over Ball .... Grammar, High 

Lame Fox and Chickens . | ^^1^^^"^^"^' } 

Last Couple Out, see Widower. 

Lawn Bowls Grammar, High 

Line Ball Stand, see Ball Stand. 
Line Tag, see Tag. 



♦Mail Man . . . 
Master of the Ring 
♦Medicine Ball . 
♦Merry-go-round 
Mount Ball . . 



Grammar, High 

Grammar, High 

All 

All 

Grammar 



10 to 30 

10 to 30 

10 to 30 
10 to 60 



10 to 60 
10 to 60 
10 to 60 
16 to 30 

10 to 60 

10 to 60 
10 to 30 

16 to 60 
4 to 20 

10 to 60 

10 to 30 

2 to 60 

6 to 60 

10 to 60 

4 to 60 



107 

133 

96 



67 

130 

106 

84 

"3 

133 

27 

86 

25 

100 

76 
112 

34 

140 

46 



157 

Games. Gradt, No. of Players. Page. 

♦Musical Instruments . . Grammar, High lo to 60 149 

♦Neighbor, Neighbor . . | ^^^^'^^' ^^^"^" [ 6 to 30 138 

Nine Pins Grammar 20 to 60 105 

♦Not I, Sir Grammar, High 10 to 20 138 

♦Observation i J^PPer Primary ) ^^ ^^ ^ 

\ Grammar, High J ^ 
Old Sow, see Stroke. 

One-legged Foot-ball . . Grammar, High 10 to 60 30 

♦One-legged Relay Race . All 10 to 60 no 

Peggy Grammar, High 2 to 20 151 

Pillar Ball Grammar, High 8 to 40 39 

♦Pillow Dex Grammar, High 2 to 60 134 

♦Preliminary Ball . . • | ^al^ nlgh^'^""" } '° ^° ^ 3 

Prison Goal Grammar, High 10 to 60 121 

Prisoner's Base .... Grammar, High 10 to 60 120 

Puss in the Comer . . . All 10 to 30 90 

♦Relay Bean Bag Race . Grammar, High 10 to 60 97 

.Relay Flag Race . . • ^™^^^ ,°'*'"- 1 .0 to 60 8. 

Relay Races for the Gym- U n , ^ go 113 

nasmm \ ^ -' 

Relievo, see Yards Off . . 

Roll Ball Grammar, High 2 to 20 26 

Save Yourself if You Can, \ ^^'^^^^V' Gram- ) ^^ ^^ ^^ g 

I mar ) ^ 

•School-room Tag . . ■\^^^^^''"^-\ lO to 60 80 

Scouts Grammar, High 6 to 60 118 

•sculptor iszmr;:m7h} -'"^ «^ 

♦Secret Tag, see Tag. 

♦Simon Says | ^T"^' ^'^"'' } ^^ to 60 139 

*Sitting Tag I ^^^;^^^y' Gram- j ,^ ^^ ^ ^^^ 

Slow Poison, see Cushion Dance. 

♦Spin the Cover .... Grammar, High 10 to 30 135 

♦Stage-coach Grammar, High 10 to 60 144 



158 



Games. 

Stealing Sticks 
Steeple Chase 
♦Steps . . . 

Still Pond . . 



•\ 



Stone . . . 
Stool Ball . . 
*Stoop Tag, see Tag. 
Strike the Gong, see Steps. 

Strmg Ball 

Stroke, or Old Sow . . 
Swedish Fox and Geese . 
*Tag 

♦Tag the Wall Relay Race, | 

Target Ball 

♦Teacher and Class . . 

♦Thanksgiving Dinner . . \ 

♦The Belled Cat ... 
♦The Farmer and the j 

Crow ( 

♦The Fiddling Leader, 

see Musical Instruments. 

Thimble Ring . . . . | 

♦Thread the Needle . . 
♦Three Deep . . . , . . 

♦Time Ball | 

♦Tommy Tiddler's ( 

Ground \ 

Touch Ball 

♦Trades and Professions . 

Twelve O'clock at Night . | 

Vis-^-vis 

Volley Ball 

War 



Grade. 


No. of Players. 


Page. 


Grammar, High 


ID to 60 


122 


All 


4 to 20 


lOI 


All 


10 to 25 


71 


Upper Primary, ) 
Grammar, High ) 


10 to 60 


74 


Grammar 


10 to 30 


83 


Grammar, High 


10 to 30 


20 


Grammar, High 


2 to 20 


38 


High 


5 to 10 


"5 


Grammar, High 


10 to 30 


102 


All 


6 to 60 


77 


Primary, Gram- ) 
mar ) 


10 to 60 


81 


Grammar, High 


10 to 25 


23 


All 


10 to 60 


12 


Primary, Gram- ) 
mar ] 


10 to 60 


M3 


Grammar, High 


16 to 30 


84 


Primary, Gram- ) 
mar J 


2 to 60 


109 


Primary, Gram- ) 
mar ) 


10 to 60 


141 


All 


10 to 60 


136 


Grammar, High 


20 to 60 


108 


Primary, Gram- ) 
mar ) 


10 to 60 


10 


Primary, Gram- ) 
mar ) 


ID to 60 


82 


Grammar, High 


10 to 60 


35 


Grammar, High 


10 to 60 


148 


Primary, Gram- ) 
mar ) 


6 to 60 


88 


Grammar, High 


20 to 60 


89 


High 


2 to 30 


51 


High 


10 to 60 


47 



159 

Games, Grade. No. of Players. Pag*. 

Weathercock < ^' ' > lo to 60 i-^i 

( mar J ^ 

Widower, or Last Couple 

Out . \ ^VV^r Primary, ) 
( Grammar, High j 

Wolf All 

Yards off, or Relievo . . \ ^""^^^y' ^^^"^- \ 
' ( mar ) 

*You're«It" .... All 

Zigzag Ball Grammar, High 



10 to 60 


95 


6 to 30 


119 


6 to 30 


106 


ID to 30 
6 to 60 


136 
7 



ll^i2'7 



1^ 



J U N 2 7 1902 



